Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.
Icy Climate: Wyrdnn cannot survive outside of a cold climate for longer than 48 hours.
Communicate: Wyrdnn and his rider share a psychic connection. When within 1000ft, the rider and dragon can communicate telepathically. When separated further, the rider and dragon can communicate no more than 10 words each per 24 hour period. An additional word may be communicated at the expenditure of one point of exhaustion.
Wounded Friend: The bond between a dragon and their rider is so intense that, if either dies, so does the other. Additionally, exhaustion is shared. When Wyrdnn takes damage, his rider rolls 1d4 per attack. If a 2 or more is rolled, the rider takes this damage. All damage taken by Wyrdnn is felt by their rider. Additionally, when the rider takes damage, Wyrdnn rolls 1d4 per attack. If a 2 or more is rolled, Wyrdnn takes this damage. All damage taken by the rider is felt by Wyrdnn.
Share Damage: When Wyrdnn's rider takes damage, three times per long rest, if Wyrdnn is within 1000 ft, they can choose to redirect this damage to Wyrdnn. The rider must make a DC 10 constitution saving throw to effectively channel their pain to Wyrdnn. If unsuccessful, the damage share fails. If Wyrdnn is below half hit points, he can refuse to share damage and the share will automatically fail.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Cold Breath (Recharge 5–6). The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Psychic Invasion; Can be performed three times per long rest. As an action, Wyrdnn or his bonded rider can channel his psychic powers toward another creature within 60ft of the rider or dragon. The creature must make a DC 15 Wisdom saving throw, taking (2d8) psychic damage on a failed save, or half as much damage on a successful one. Wyrdnn invades the mind of the creature, and is able to extract a memory, thought, intention, spell or idea from their mind. The lower the saving throw, the more successful the invasion becomes and more information is revealed at the DM's discretion. On a critical hit, the memory, thought, intention, spell or idea is removed permanently from the creature's mind.
Psychic Alteration; Can be performed once per long rest, and additionally at the expenditure of one point of exhaustion. As an action, Wyrdnn or his bonded rider can channel his psychic powers toward another creature within 5ft of the rider or dragon. To be effective, the rider or dragon must be touching the creature. When channelled, the creature must make a DC 15 wisdom saving throw. If the saving throw succeeds, the creature is aware of the invasion and it's source. If unsuccessful, Wyrdnn or his rider is able to invade the mind of the creature and scan the surface thoughts or topics of a creature's memories and mind. Wyrdnn or his bonded rider can select a thought or memory to interrogate, extracting it in full. They are then able to alter the thought or memory to something that is possible and broadly believable. The memory or thought is permanently altered, and the creature is unable to detect the alteration unless they specifically investigate the event or memory, upon which they may be able to determine 'something off' about the thought or memory.







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