Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack: Can make three attacks, two claw, one bite
Bite: Melee weapon attack, +11 to hit, reach 10ft, one target.
Hit: 2d10 +5 Piercing damage and 1d6 Poison damage
Claw: Melee weapon attack, +11 to hit, reach 5ft, one target.
Hit:2d6 +5 Slashing damage
Tail: Melee weapon attack, +11 to hit, Reach 15ft, one target
Hit: 2d12 +5 Bludgeoning damage
Fragmentations (2/round): Upon hitting with a melee attack the dragon leaves a fragment on the target, stacking indefinitely. A fragment can be removed via action. A healing spell removes 1 fragment on it’s target.
Frag-poison: Consume all fragments on a target and for each fragment consumed, deal 3d6 Poison damage to the target.
Frag-Divination: Consume 2 fragments on the target and gain Advantage on attacks against the target for the rest of the dragons turn.
Frightful Presence: Each creature of the dragons choice that is within 120-ft of the dragon and aware of it must succeed on a DC 15 Wisdom saving throw or be Frightened for 1 minute. The targets can repeat the saving throws at the ends of their turns. On a successful save the effect ends on that creature and the creature cannot be Frightened of the same dragon again for 24 hours.
3 Actions, only one can be used at a time. And only at the end of another time. Regains actions at the end of its turn.
Detect: The dragon makes a Wisdom Perception check
Tail Attack: It makes an attack with its tail.
Wing attack(costs 2 actions): Each creature within 10ft makes a DC 20 Dexterity saving throw or take 2d6+5 bludgeoning damage and be knocked Prone. The dragon can move half it’s flying speed.
Description
Mischievous and grating, lead dragons are considered to be the nuisance of the metallic dragons. They always have to leave a mark wherever they go. They create problems but do not mean to. They are problematic but not malicious. This is lead dragon in a nutshell. Due to this, metallic dragons do not like them because of he problems they cause, chromatics don’t like them because they are metallic, and gemstones tend to find them annoying. But the lead dragon doesn’t focus on any of it.
Lead dragons have unique spines that run along the jaw, then curling down until the points face the direction the dragon is looking similar spines that move under the eyes and form a straight spine behind the head.. The eyes a soft grey with another spine moving over the eye from the snouts bridge and back into a much larger spine. The forelegs having similar spines jutting up from the backwards bends of the knees. The back covered in shimmering scales. The belly and chest covered in small scales of a lightened tint of white. The wings having several spines jutting from their joints.
Forsaken of the Metallic Dragons. Due to their need to play pranks and cause mischief they are often in the way of other dragons, specifically metallic dragons. The lead dragon sees this as having fun and toying with it’s relatives but other dragons often see such as being in the way and foiling their day. A lead dragon is problematic from how they cannot see when too much is too much.
Leaving Marks. A Lead dragon has a habit of finding those they like and always leaving some soft of mark on them. Often a drawing of the dragons specific symbol using i’s own lead. They leave a mark on people and things they enjoy, a such, they are a dragon that does not have a typical hoard. Their hoard is the things or people they have marked with interest. They imbue magic into their mark to make sure it cannot be removed by any normal means but a dispel magic spell could get rid of the magic protecting it, or the dragon could remove it themselves if they have lost interest.
Landmark Dwellers. Lead dragons often make their lairs at or around land marks, And if their is not one nearby, they make one. Such landmarks could be rock statues, or carvings of totems that can be un-explained.
Lair and Lair Actions
Lair Actions
On initiative 20 (losing on 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.
- The lead markings around the dungeon explode, anyone within 10ft of a marking must make a DC 12 Dexterity check. On a failed save they have two fragments applied to them.
- A cloud of lead vapor appears in a 10ft x 40ft line within 120ft of the dragon of which it can see. The cloud blocks vision and counts as a wall. The cloud slowly fades over the course of the round.
Regional Effects
- The lead dragon can use a scrying spell within 1 mile of it’s layer however many time it wants if it focuses on a subject it is a DC 13 Wisdom save.
- Random areas within the dragons domain for 3 miles become entirely grey
- Any ground near the lair, within half a mile is poisoned and if it is exposed to skin or anything is consumed from the land, whatever eats it will be poisoned as well.
If the dragon dies these effects slowly fade over 1d10 days.
Previous Versions
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7/15/2019 9:13:35 PM
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7/16/2019 2:28:09 AM
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7/18/2019 1:24:37 AM
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