Amphibious. The dragon can breathe air and water.
Colossal. The dragon is one size category bigger then Gargantuan. Brizet is immune to forced movement, does not provoke opportunity attacks and cannot make opportunity attacks.
Discorporation. When Brizet dies , his body is destroyed but his essence travels back to his domain on Mount Celestia, and he is unable to take physical form for a time.
Divine Awareness. The dragon knows if it hears a lie.
Prophetic. The dragon has advantage on saving throws.
Magic Weapons. The dragon's attacks are considered magical.
Limitless. Your Charisma stat is considered 50
Legendary Resistance (7/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. Unless it wishes to be affected, Brizet is immune to spells of 8th level or lower. It has advantage on saving throws against all other spells and magical effects.
Regeneration. Brizet one regains 100 hit points at the start of its turn.
Immutable Form. Brizet is immune to any spell or effect that would alter his form, except for his own Change Shape action.
Displacement. An ancient force dragon’s deflecting force bends light even more extremely, giving the dragon the benefit of the displacement spell (50% miss chance). This supersedes its blur ability.
Spell Crafter: This Creature is a unique lifeform who has made and mastered many spells. He has the ability to use any spell.
Spellcasting. Brizet is a 9th level spellcaster. Its spellcasting ability is 50 (dexterity ,DC 54, +29 to hit with spell attacks). Brizet has following spells prepared:
Cantrips (at will): any
1st level (at will): any
2nd level (at will): any
3rd level (at will): any
4th level (at will): any
5th level (16 slots): any
6th level (12 slots): any
7th level (12 slots): any
8th level (8 slots): any
9th level (6 slots): any
10th level (6 slots): Only for upcast
Multiattack. The dragon can use its Frightful Presence. It then makes seven attacks: two with its bite and three with its claws then two with its claws again
Bite. Melee Weapon Attack: +29 to hit, reach 15 ft., one target. Hit: (20d10 + 30) piercing damage.
Claw. Melee Weapon Attack: +29 to hit, reach 10 ft., one target. Hit: (20d6 + 30) slashing damage.
Tail. Melee Weapon Attack: +29 to hit, reach 20 ft., one target. Hit: (20d8 + 30) bludgeoning damage.
Teleport. The dragon magically teleports, along with any equipment it is wearing or carrying, up to 300 feet to an unoccupied space it can see.
Healing Touch (4/Day). The dragon touches another creature. The target magically regains (12d12+ 12) hit points and is freed from any curse, disease, poison, blindness, or deafness.
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 54 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.
Majestic Presence. Each creature of the dragon's choice that is within 150 feet of the dragon and aware of it must succeed on a DC 47 Wisdom saving throw. On a failed save, a creature is stunned for 1 minute. A stunned 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.
World-Ending Presence. Each creature of the dragon's choice that is within 300 feet of the dragon and aware of it must succeed on a DC 63 Wisdom saving throw or drop whatever it was holding and become frightened for 1 minute. A frightened creature must use the dash action on each of its turns, moving as far away from the dragon as it can, using the safest possible route. If a creature ends its turn in a location where it does not have line of sight to the dragon, it can repeat the saving throw, 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 World-Ending Presence for the next 24 hours.
Breath Weapons (Recharge 2-6). The dragon uses one of the following breath weapons.
Fire Breath. The dragon exhales fire in a 300-foot cone. Each creature in that area must make a DC 54 Dexterity saving throw, taking (50d100) fire damage on a failed save, or half as much damage on a successful one.
Cold Breath. The dragon exhales an icy blast in a 300-foot cone. Each creature in that area must make a DC 54 Constitution saving throw, taking (50d100) cold damage on a failed save, or half as much damage on a successful one.
Lightning Breath. The dragon exhales an lightining blast in a 300-foot cone. Each creature in that area must make a DC 54 Constitution saving throw, taking (50d100) lightining damage on a failed save, or half as much damage on a successful one.
Force Breath. The dragon exhales pure force in a 300-foot cone.Each creature in that area must make a DC 54 Dexterity saving throw, taking (50d100) force damage on a failed save, or half as much damage on a successful one.
Radiant Breath. The dragon exhales light in a 300-foot line that is 10 feet wide. This light counts as sunlight. Each creature in that line must make a DC 54 Dexterity saving throw, taking (50d100) radiant damage on a failed save, or half as much damage on a successful one.
Lightning Breath. The dragon exhales an thunder roar in a 300-foot cone. Each creature in that area must make a DC 54 Constitution saving throw, taking (50d100) thunder damage on a failed save, or half as much damage on a successful one.
Paralyzing Breath. The dragon exhales paralyzing gas in a 300–foot cone. Each creature in that area must succeed on a DC 56 Constitution saving throw. On a failed save, the creature is 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.
Weakening Breath. The dragon exhales gas in a 300-foot cone. Each creature in that area must succeed on a DC 54 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.
Restricting Breath. The dragon exhales restricting gas in a 300-foot cone. Each creature in that area must succeed on a DC 54 Constitution saving throw or have disadvantage on Dexterity checks and Dexterity 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.
Sapping Breath. The dragon exhales gas in a 300-foot cone. Each creature in that area must make a DC 54 Constitution saving throw. On a failed save, the creature falls unconscious until the end of Ostium’s next turn.. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of Brizet’s next turn. An unconscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fused Breath: Elemental Star of Chaos. (Recharge 5-6).The dragon, embodying the primal forces of the universe, unleashes its Fused Breath in a 600-foot cone. Each creature in that area must make a DC 70 Constitution or Dexterity saving throw, facing the combined onslaught of fire, cold, lightning, and force. The damage is separated by type, and each creature affected must make separate saving throws for each damage type.
Fire Damage: On a failed save, the creature takes (50d100) fire damage. On a successful save, the damage is halved.
Cold Damage: On a failed save, the creature takes (50d100) cold damage. On a successful save, the damage is halved.
Lightning Damage: On a failed save, the creature takes (50d100) lightning damage. On a successful save, the damage is halved.
Force Damage: On a failed save, the creature takes (50d100) force damage. On a successful save, the damage is halved.
Radiant Damage: On a failed save, the creature takes (50d100) radiant damage. On a successful save, the damage is halved.
Thunder Damage: On a failed save, the creature takes (50d100) thunder damage. On a successful save, the damage is halved.
Paralyzing Effect: On a failed save, the creature is paralyzed for 1 minute. The paralyzed creature can repeat the saving throw at the end of each turn to end the paralysis.
Weakening Effect: On a failed save, the creature is weakened, suffering disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. The weakened creature can repeat the saving throw at the end of each turn to end the weakening effect on itself on a success.
Restricting Effect: On a failed save, the cratures have will have disadvantage on Dexterity checks and Dexterity 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.
Sapping Breath. On a failed save, the creature falls unconscious until the end of Ostium’s next turn.. On a successful save, the creature has disadvantage on attack rolls and saving throws until the end of Brizet’s next turn. An unconscious creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Repulsion Effect: On a failed save, each creature is flung 4d20 + (3 × 10) feet away,, On a successful save, the distance is halved.
Change Shape. The dragon magically polymorphs into a humanoid or beast 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 Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Dragon Call. If Brizet has taken more than half of his health, then he can use Dragon call. Dragon Call calls all dragons within 100 miles of Brizet All creatures within 100ft of Brizet takes 4d4 damage due to the intensity of the roar.
Divine Denial. When a creature within 300 feet of Brizet that he can see casts a spell or targets Brizet with an attack, he can use a reaction to force it to make a DC 27 Wisdom saving throw. On a failure, the spell or attack fails. Creatures immune to the charmed are immune to this effect. Clerics of evil-aligned deities can use their Divine Intervention to prevent Bahamut from using this feature for 24 hours.
Protective Wings. When Brizet sees a creature within 60 feet of him taking damage from an attack or spell, he can spread out his wings to protect the creature. In this case, that creature takes no damage and Brizet takes the damage instead.
The dragon can take 7 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.
Attack. The dragon makes one Claw or Tail attack.
At–Will Spell. The dragon casts one of its “At–Will” spells, from its Innate Spellcasting list.
Detect. The dragon makes a Wisdom (Perception) check.
Teleport. The dragon magically teleports, along with any equipment it is wearing or carrying, up to 300 feet to an unoccupied space it can see.
Shattering Roar (Costs 2 Actions). The dragon unleashes a magical roar. Each creature in a 150–foot–radius sphere centered on the dragon must succeed on a DC 53 Constitution saving throw. On a failed save, a creature takes (40d10) thunder damage, and it is incapacitated until the end of its next turn. On a successful save, a creature takes half damage and is not incapacitated.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 30 feet of it must succeed on a DC 49 Dexterity saving throw. On a failed save, a creature takes (20d6 + 40) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Absolute (Costs 6 actions). Brizet Takes on a physical form, removing all its damage and condition invulnerabilities. This restores 3000hp and removes his ability to use absolute again. In this form, Brizet deals 1.5x damage to all creatures and ignores resistances and immunities. His armor class in this form drops to 0.
Essence Release. The dragon unleashes an explosion of pure energy from the surrounding chains. This explosion deals 10d100 damage to all enemies in a 300 ft. area and, in addition, triggers random effects based on dimensional distortions, such as random teleportation, temporary shape-shifting, or gravity inversion for brief periods.
Suppression Chains. The dragon releases a wave of chains around itself within 300 ft., creating a magical suppression area. In this area, spells and magical abilities are temporarily neutralized, rendering enemies momentarily powerless against arcane powers.
The dragon adds the following mythic Actions to its Legendary Actions when the dragon is reduced to 1000 hit points or lower ignoring initiative count. When it first enters its mythical form, its AC becomes 60, Hit point maximum becomes 6782, it regenerates 300 hp a round instead of 100, and its claws deal (80d12 + 80) slashing damage instead of (40d6 + 40) slashing Damage
Flame Scales. For the next minute whenever Brizet attacks or is attacked with a melee attack the target or attacker takes 4d100 fire damage.
Superior Regenerate (1/day). The Dragon can choose to regenerates all of its hit points.
Earth Chasm (3/day)(Costs 3 Actions). The Dragon slams its talons down and rips open the Earth in an area it can see within 120 ft. The Chasm is 120 ft. long and 25 ft. wide. Every Creature in the area must succeed on a DC 45 Dexterity Saving Throw or fall 50 ft. into the Earth. A creature that's size is huge or larger and is on the edge of the rift, only needs to make a DC 50 Dexterity Saving Throw.
Dead of Night. The Dragon makes the air suddenly so quit and takes away all noise. Every creature within 120 ft. of The Golden One must make a DC54 Wisdom Saving throw or become Deafened, the creature can repeat the saving throw at the end of each of its turns. A Creature that succeeds on the saving throw takes 10d100 thunder damage and is immune to this effect for the next 24 hours.
Forge Destruction (Costs 2 Actions). The Dragon summons forth a Sphere of Force centered on a point it can see withing 120 ft. The sphere has a radius of 25 ft. Any creature in that area must succeed on a DC 54 Constitution Saving Throw or take 10d100 force damage and half as much on a success.
Ice Growth. Each creature within 60 feet of Brizet must make a DC 54 Dexterity saving throw, taking (10d100) slashing damage on a failed save, or half as much damage on a successful one. Until the start of its next turn, Brizet gains a +2 bonus to AC.
Repulsion Breath. Brizet shoots a wide blast of thunderous energy. Each creature in a 300 foot cone of Brizet takes 20d100+40 Thunder damage from the boom, and must make a DC 57 Strength saving throw, taking an additional 10d100 lightning damage on a failed save, or half as much damage on a successful one. Additionally, on a failed saving throw, a creature is flung 4d20+3 × 10 feet away.
Eruption. The dragon targets a location within 300 feet. It spits a molten loogy at the location and it begins to burn through the ground. At the beginning of the dragon's next turn, the hole in the ground erupts. All creatures within 60 feet of the epicenter must make a DC 54 Dexterity saving throw, taking (10d100) fire damage on a failed save, or half as much damage on a successful one.
Description
A dragon is the son of a blue and silver hybrid dragon, and a red and gold hybrid dragon.
Now finally being able to release his potential, previously prohibited by the laws of reality, now free.
Previous Versions
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3/17/2024 11:16:00 PM
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