Above CR 30: The Adult Prismatic Dragon is roughly CR 40
Epic Might: The Prismatic dragon's Strength, Constitution, Intelligence, Wisdom & Charisma are all above 30.
● Its Strength score is 49, giving it a strength modifier of +19
● Its Constitution score is 41, giving it a Constitution modifier of +15
● Its Intelligence score is 40, giving it an intelligence bonus of +15
● Its Wisdom score is 41, giving it a Wisdom bonus of +15
● Its Charisma score is 40, giving it a Charisma bonus of +15
Colossal: The Ancient Force Dragon takes up a 30 by 30 space, and counts as one size above Gargantuan for the purpose of grappling.
Shimmering Shield: The Prismatic Dragon is surrounded by a shield of multicolored light at all times, and adds its Charisma modifier to its armor class. This effect can be disrupted by Dispel Magic, but resumes at the start of the dragon’s next turn.
Legendary Resistance(3/Day): If the dragon fails a saving throw, it can choose to succeed instead.
Overwhelming Critical: If the Dragon makes an attack role, and the result is twice the target's armor class or higher, the attack becomes a critical hit.
Cleave: If the dragon reduces a creature to zero hit points with a melee attack, it can choose another creature within 5 feet of the target. If the original attack roll would also hit the second creature, they take the remainder of the damage from the damage roll, leftover after reducing the first creature to zero.
Siege Monster: The Dragon deals double damage to objects and structures.
Spellcasting: The Dragon is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 32 +24 to hit with spell attacks). The Dragon has the following sorcerer spells prepared:
Cantrips(at will): Acid Splash (17th level), Chill Touch (17th Level), Friends, Light, Poison Spray(17th Level), Thunderclap(17th Level)
1st level (4 slots): Blindness/Deafness, Chromatic Orb, Color Spray, Silvery Barbs
2nd level (3 slots): Snilloc's Snowballs
3rd level (3 slots): Daylight, Gaseous Form, Protection From Energy
4th level (3 slots): Polymorph, Sickening Radiance
5th level (3 slots): Wall of Light,
6th level (2 slots): Mass Suggestion
7th level (2 slots): Plane Shift
8th level (1 slot): Sunburst
9th level (1 slot): Mass Polymorph
Innate Spellcasting: The Dragon can innately cast the following spell, requiring no material component. Its spellcasting Ability is Charisma (Spell save DC 32, +24 to hit with spell attacks).
3/Day: Hypnotic Pattern
1/Day: Sunbeam
Multiattack: The Dragon uses its frightful presence, and then makes three attacks, one with its bite, and two with its claws.
Bite: Melee Weapon Attack: +28 to hit, reach 20 ft., 1 target. Hit: 37 (4d8 + 19) piercing damage.
Claw: Melee Weapon Attack: +28 to hit, reach 15 ft., 1 target. Hit: 33 (4d6 + 19) slashing damage.
Tail: Melee Weapon Attack: +28 to hit, reach 25 ft., one target. Hit: 33 (4d6 + 19) bludgeoning damage. If the target is a creature, it must succeed on a DC 35 Strength saving throw or be knocked prone.
Prismatic Breath(Recharge 5-6): The Dragon breathes Eight multicolored rays of light. Each ray is a different color and has a different power and purpose. Each creature in a 500-foot cone must make a DC 32 Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.
- Red. The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
- Orange. The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
- Yellow. The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
- Green. The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
- Blue. The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
- Indigo. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
- Violet. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
- Special. The target is struck by two rays. Roll twice more, rerolling any 8.
Frightful Presence: Each creature of the dragon’s choice that is within 240 feet of the dragon and aware of it must succeed on a DC 32 Wisdom saving throw or become frightened 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 Frightful Presence for the next 24 hours.
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 50 feet of the dragon must succeed on a DC 35 Dexterity saving throw or take 28(2d8 + 19) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Prismatic dragons are legendary beasts of folklore and myth.These dragons have tiny, shimmering scales that glow with bright light. Their scales are so small it appears as if the dragons have skin as smooth as a snake's. Prismatic dragons have no odor or scent, & are outspoken and dramatic creatures. Unlike force dragons, they enjoy the company of humanoids, though they view mortals as pets rather then peers or equals. While they eat meat, Prismatic Dragons gain most of their energy through photosynthesis, flying above the cloud layer and absorbing Radiance straight from the sun.
Epic Dragons: There are four species of dragons that make up a separate family, not just apart from Chromatics, Metallics & Gem Dragons, but fully above them. These creatures come out of their eggs with powers & abilities that most dragons don't get until they reach maturity, and by the time an epic dragon reaches adulthood, even the mightiest Red or Gold Greatwyrm wouldn't dare challenge it. The Ancients & Greatwyrms among epic dragons posess powers that surpass most gods, including Bahamut & Tiamut, who had no hand in their creation & hold no authority over them. Only the draconic overgod Io can control these creatures, and only he knows their origins for certain.
While the power levels between the 4 species vary, they're all immense in both size and strength. Most normal dragons who've lived a few centuries are aware of the existence of epic dragons, and do their best to ignore them, since such creatures makes them feel small, an uncomfortable feeling for apex predators. And while epic dragons don't conform to any specific alignment, & may be good or evil, chaotic or lawful, metallic & chromatic dragons will never target an epic dragon in the manner that they do each other, attempting to eliminate them or steal their horde, even in the case of the very young ones they might have a chance against. Because they know if they kill the wrong wyrmling, an ancient could come and scorch their world bare in retaliation, and no power on the Material Plane could stop it.
Lair and Lair Actions
The lair of a Prismatic Dragon is usually in a somewhat secluded area, such as ancient ruins in the heart of a forest, or a seaside cave. Such mighty beasts can make their home in any biome, but due to their affinity for sunlight, rarely spend time deep underground, avoiding the underdark, and preferring regions with clear skies.
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:
- Rainbow Pattern: A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Roll 24d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point the dragon chooses within 300 feet of itself are affected in ascending order of their current hit points. Starting with the creature that has the lowest current hit points, each creature affected by this spell is supernaturally fascinated by the pretty colors. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts, being considered incapacitated. It takes a -4 penalty to all saving throws, as well as its armor class. An affected creature's ally may use a standard action to break the effect by shaking them out of it, and the effect ends if they take damage. All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the view of the lights is completely blocked creatures who can’t see them are no longer affected.This ability doesn't effect blinded, or sightless creatures. The rainbow pattern lasts until initiative count 20 on the next round, and the dragon may use its bonus action to move the pattern up to 30 feet.
- Ultraviolet Ambiance: The Dragon's lair is filled with a violet glow, reminiscent of the violet beam within its breath weapon. Creatures within a 100-foot radius circle must succeed on DC 20 wisdom save, or have the blinded condition. At the start of their next turn, they must repeat the saving throw, ending the effect on a success. On a failure, they're teleported to a random location within 100 miles of the dragon's lair, but no closer then 10 miles. In this case, the blindness lasts for 1 minute. The light lasts until initiative count 20 on the next round.
- Positive Energy Plane(Self): The Dragon disappears amidst a burst of golden light, transporting itself to the Positive Energy plane. Roll a D100. Take the result, and roll a number of D6's equal to the result. When the dragon appears again on the following initiative count 20, it will have a number of temporary hit points equal to the total. However, if the number of temporary hit points exceeds its current hit point total, it does not return at all, and instead explodes, as its body is overwhelmed by the pure life energy surging through it.
- Positive Energy Plane(Other): A creature of the dragon’s choosing that it can see within 100 feet must succeed on a DC 20 Charisma save, or be transported to the Positive Energy Plane. Roll a d20, and then roll a number of D6's equal to the total. When the creature reappears on the following initiative count 20, they will have gained temporary hit points equal to the result. However, if the temporary hit points exceed their current hit point total, they don't return at all, and instead are destroyed within the Positive Energy Plane as their bodies fail to contain the life energy surging through them.
Regional Effects
The region containing a legendary dragon's lair is suffused with technicolor light, which creates one or more of the following effects:
- Within 50 miles of the dragon's lair, rainbows sometimes split the sky for no apparent reason, often lacking rain or sunlight to cause them. The lair itself is marked by constant, multi-layered rainbows above it, unless the dragon uses magic to conceal them.
- Within 30 miles of the dragon's lair, creatures that take a long rest gain an extra 10(3d6) temporary hit points upon awakening. If their temporary hit points from this effect exceeds their hit point maximum, they're considered poisoned until the temporary hit points are gone.
- Within 10 miles of the dragon's lair, Magical Darkness cannot exist, unless created by an artifact or deity. Spells that attempt to do so fail, seeming to succeed for a second before sputtering out, consuming the spell slot.
If the dragon dies, these effects fade over the course of 6d12 days.
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