Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead
Divine awareness. The dragon knows if it hears a lie.
Blessing of Bahamut. Unless it wants to be effected, the dragon is immune to any spells 4th level or lower.
Magic Weapons. The dragon's weapon attacks are magical.
Spellcasting. The Ancient Magic Dragon is a 20th level spellcaster. Its spellcasting ability is charisma the (spell save DC 27 +28 to hit with spell attacks). It requires no material components to cast it's spells. It can cast all spells from the sorcerer, warlock, or wizard spell list, and has 9 first level spell slots, 8 second level spell slots, 7 third level spell slots, 6 fourth level spell slots, 5 fifth level spell slots, 4 sixth level spell slots, 3 seventh level spell slots, 2 eighth level spell slots, and 1 ninth level spell slot. When the dragon casts a spell where the spell is upgraded if a higher level spell slot is used, the dragon can get the upgrade with the same spell slot type.
Multiattack. The dragon can use its Frightful Presence. It then makes seven attacks: five with its bite and two with its claws.
Bite. Melee Weapon Attack: +7to hit, reach 15 ft., one target. Hit: 26(2d10 + 15); piercing damage plus 14(4d6); radiant damage.
Claw. Melee Weapon Attack:+17to hit, reach 10 ft., one target. Hit: 22(2d6 + 15); slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 24(2d8 + 15); bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 27 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.
Breath Weapons The dragon uses one of the following breath weapons.
Elemental Breath. The dragon exhales magic energy in a 120-foot cone. Each creature in that area must make a DC 28 Dexterity saving throw, taking 91(26d6); acid, cold, fire, lightning, or poison damage (the dragons choice) on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 120-foot cone. Each creature in that area must succeed on a DC 27 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
Paralyzing Breath. The dragon exhales paralyzing gas in a 120-foot cone. Each creature in that area must succeed on a DC 27 Constitution saving throw or be paralyzed 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.
Slowing Breath. The dragon exhales gas in a 120-foot cone. Each creature in that area must succeed on a DC 27 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Sleep Breath. The dragon exhales sleep gas in a 120-foot cone. Each creature in that area must succeed on a DC 27 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Repulsion Breath. The dragon exhales repulsion energy in a 120-foot cone. Each creature in that area must succeed on a DC 27 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.
Change Shape. The dragon magically polymorphs into a creature that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and ability scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form. It keeps all it's original languages and spells, but also gains the spells and languages of the other creature.
Additional magic (recharge4-6). The dragon casts one of it's spells, 3rd level or lower.
Blessed body. If a creature within 5 ft of the dragon makes a melee attack against it, the dragon rolls a d12. On 1-6, the attack continues normally, and on 7-12, the attack is blocked and the creature takes 17 (2d6+10) radiant damage.
The dragon can take 4 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.
Breath weapon. The dragon uses on of its breath weapons.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10); bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
If the dragon's mythic trait is active, it can use the options below as legendary actions.
Divine shield (Costs 2 Actions). The dragon chooses 3 allies (including itself) and grants them immunity to all damage for 3 turns
Description
With their unrivaled magic ability, and extreme intelligence, ancient magic dragons consider their self the pinnacle of dragon kind, second only to Bahamut and Tiamat.
Evil origin
When Tiamat, The queen of chromatic dragons was attacked by Bahamut, the king of metallic dragons, she accidentally spit some of her magic into a stone statue in an attempted to ward Bahamut off. The result was the first Ancient Magic Dagon, which have no age but ancient. Bahamut realized that the creation could be evil, so he captured it. This was a wise choice, for the first magic dragon was not only bitter and evil, but also tremendously powerful. Bahamut kept the Ancient Magic Dragon, and eventually, after centuries in capture, Bahamut let it out. It was so astonished that it promised to serve Bahamut forever. Bahamut then created nine more Ancient Magic Dragons and set them free as well as empowering them so they grew stronger.
Evil appearance
Ancient magic dragons looks nearly exactly like Tiamat, except it has a golden body. Ancient magic dragons are now foes of the chromatic dragons, and allies of the metallic dragons. With their shapeshifting ability, they help in unseen ways, but rarely show their true form. It is impossible to get a naturally created half- magic dragon. Magic dragons are naturally grim, but they have a noble heart. They collect magical artifacts and gems for their treasure collection.
Creatures of power
Despite being good-willed towards allies, when magic dragons are faced with evil creatures, they become forces of utter destruction, and nothing on the material plane can stand in their way.
Lair and Lair Actions
A Magic Dragon’s Lair
Magic Dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near idyllic lakes and rivers, mist-shrouded islands, cave complexes hidden behind sparkling waterfalls, or ancient ruins.
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:
- The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
- One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
- The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
- The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.
- A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 17(2d6+10); thunder damage and be deafened until the end of its next turn.
- A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
Regional Effects
The region containing a magic dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
- Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.
- Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.
- Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon’s lair, the dragon becomes aware of the creature’s presence and location.
- Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it’s in contact with the thickets or take 3(1d6) piercing damage from thorns. Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.
If the dragon dies, these effects end immediately.
Previous Versions
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