Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Meteoric Wrath. Attacking a prone creature doesn't impose disadvantage on the dragon's ranged attack rolls, and any cold, fire, or thunder damage the dragon deals ignores resistance to those types.
Outgas. The dragon exudes a constant barrier of dust and debris. The area within 20 feet of the dragon is lightly obscured and is difficult terrain for all creatures that it chooses. If the dragon takes radiant damage, additional debris is flung from its body; until the dragon uses its Meteor Breath, a creature affected by this difficult terrain must spend 4 feet of movement for every 1 foot it moves in the area.
Multiattack. The dragon can use its Bow Shock. It then makes three melee attacks: one with its bite and two with its claws. It can use Spit Meteor in place of any melee attack.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one
target. Hit: 15 (2d10 + 4) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., onetarget. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) cold damage, and the target can't take reactions until the end of the dragon's next turn.
Spit Meteor. Ranged Weapon Attack: +14 to hit, range 100/200 ft., one target. Hit: 11 (1d6 + 8) bludgeoning damage plus 3 (1d6) fire damage.
Bow Shock. The dragon focuses its debris at a point it chooses within 20 feet of it and then causes the debris to burst in a 15 foot-radius sphere centered on that point. Each creature of the dragon's choice in the area must make a DC 21 Constitution saving throw. On a failed save, the creature's speed is halved and it has disadvantage on attack rolls until the end of the dragon's next turn.
Meteor Breath (Recharge 5-6). The dragon unleashes a barrage of meteors in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. In addition, the dragon's debris ignites (see Outgas trait). Until the start of the dragon's next turn, whenever a creature enters the area for the first time on a turn or starts its turn there, it takes 4 (1d8) fire damage.
LEGENDARY ACTIONS
The dragon can take 3 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.
METEOR SHOT. The dragon uses Spit Meteor.
TWIN TAIL. The dragon makes a tail attack. If the attack misses, it can make another tail attack as part of the same legendary action.
SHOOTING STAR (COSTS 2 ACTIONS). The dragon moves up to twice its speed in a straight line. This movement does not provoke opportunity attacks, and if the dragon is grappled, that condition ends immediately before this movement. Each creature in the line takes 5 (2d4) thunder damage and must make a DC 22 Strength saving throw; a creature under the effects of the dragon's Bow Shock has disadvantage on this saving throw.
On a failure, a creature takes another 9 (2d4 + 4) bludgeoning damage and is flung up to 15 feet away from the dragon's path and knocked prone. On a success, the creature takes half as much bludgeoning damage and isn't flung away or knocked prone.
Description
COMET DRAGON
Ever-elusive and inspiringly majestic, the comet dragons are truly a sight to behold. Their hide and scales range from a deep brown to a charcoal gray and are highlighted by a series of icy blue streaks. As they travel, they leave a trail of white, blue, purple, or sometimes green dust and gases in their wake, which may ignite in the heat of battle. Comet dragons are also distinguished by their iconic double tail, one resembling solid rock and the other a constant stream of gas and ice. Notorious for acting on a whim, they streak across the skies in pursuit of indulging their chaotic impulses, equally pleased to thwart the dastardly schemes of the wicked as well as the honorable ambitions of the good.
Lair and Lair Actions
Lair and Lair Actions
A comet dragon's lair is an exceptionally large area, such as a mountain range or a broad expanse of arctic tundra.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- Enter a description for a lair action.
- A swarm of meteors descends from the skies, many of which burn up in the atmosphere. Three (1d4 + 1) meteorites reach the ground, each striking a different point that the dragon can see within 60 feet of it. Each creature within 5 feet of an impact must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) bludgeoning damage and 7 (2d6) fire damage and be knocked prone.
- A 20-foot-high, 5-foot-radius jet of gas and dust erupts from a point the dragon can see within 300 feet of it, creating an area that is heavily obscured. The jet lasts until initiative count 20 on the next round. Whenever a
creature enters a space within 5 feet of the jet for the first time on a turn or starts its turn there, it takes 10 (3d6) cold damage and 10 (3d6) poison damage.
Comments