Amphibious. The dragon can breathe air and water.
Round Robbin. When the 1st Heretic hits a creature with their claw or tail attack, they may teleport them up to 15ft to an unoccupied space that is not actively hazardous.
Multiattack. The 1st Heretic makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Tail. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.
Breath Weapons (1/Day Each). The dragon uses one of the following breath weapons.
Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon. If this effect would push a creature into the ground, then they take 1d12 damage for every 10ft they should move into the ground and are knocked prone, or half as much on a success and are not knocked prone
Change Shape. The 1st Heretic alters its own body gaining both benefits and determents. The 1st Heretic can only benefit from one of these effects at a time.
Metallicize: The 1st Heretic's scales become a lead like metal, akin to their old armor. The 1st Heretic gains a damage reduction of 10 and any time the 1st is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the 1st is unaffected. On a 6, the 1st is unaffected, and the effect is reflected back at the caster as though it originated from the 1st, turning the caster into the target. However, the 1st Heretic's move speeds are quartered. Alternatively, the 1st loses the effect of their Shed Weight ability.
Shed Weight: The 1st Heretic's move speed is doubled and has advantage on attack rolls, however, their armor class is reduced to 18. Alternatively, the 1st loses the effects of their Metallicize ability.
Metabolize: The 1st Heretic regenerates 20 hit points at the start of their turn, however, they have disadvantage on all saving throws. Alternatively, the 1st loses the effects of this ability.
Weaponize: The 1st Heretic's natural weapons change to resemble their old Greatsword. The 1st's attacks now deal an additional 3d8 Radiant damage on a hit, however they lose 10hp on the start of each of their turns.
Winds of Change. When the 1st or 9th Heretic is forced to make a Saving throw, the 1st Heretic can alter the circumstances in their favor. The 1st Heretic and the 9th Heretic may switch their stats, such as the 1st gaining the 9th's 20 in dex for a Dexterity save and the 9th therefore must take the 1st's 10 in dex. These changes revert at the start of the 1st's turn.
Change Target. When the 1st or 9th Heretic is hit by an attack roll, the 1st Heretic can swap the target to be the other Heretic.
While both the 1st and 9th Heretic are alive, they share Legendary Actions. The Heretic's have 5 Legendary actions, which they regain at the start of the 9th's turn.
ExChange. The 1st and 9th Heretic Swap places. If the 9th Heretic is placed in the air, they do not take fall damage as a result.
Swap Health. The 1st and 9th Heretic swap hit points.
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