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.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) 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 19 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 (Recharge 5–6). The dragon uses one of the following breath weapons.
Soulflame Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 33 (6d10) fire damage and 33 (6d10) necrotic damage on a failed save, or half as much damage on a successful one.
Souldrain Breath. The dragon breathes in sucking soul energy from creatures in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution or take 27 (6d8) necrotic damage and have its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0 and its soul is consumed. The dragon heals for the amount of damage the target took for it to reach 0.
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.
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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
(Based on Dragon, Incarnum from "Magic of Incarnum" for D&D 3.5e)
The dragon has a smooth hide, and gossamer wings that give an opalescent glow to the light shining through them. Two horns arc gracefully back over its neck, paralleled by two rounded ridges that extend down its back. Between them rises a nearly translucent frill that tapers down to the tip of the creature's tail. The dragon has blue-gray scales touched with indigo, and a fermented odor surrounds its body.
The scales of good-aligned incarnum dragons have a steel-gray, metallic sheen, while those of evil specimens sparkle with blue-gray highlights. Chaotic incarnum dragons tend more towards indigo and have more random shading patterns than their lawful brethren do. To the untrained eye, however, incarnum dragons of different alignments appear nearly identical, since the color variations are too subtle for the casual viewer.
Lair and Lair Actions
An Incarnum Dragon’s Lair
Incarnum dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell in hidden mountain or underwater caves.
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:
- A dense mist with the screams of lost souls fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The mist spreads around corners, and its area is heavily obscured. Each creature in the mist when it appears must make a DC 10 Wisdom saving throw or take 10 (3d6) psychic damage and become stunned for one round. They take half as much damage and are not stunned on a successful one.
- One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or blink into the ethereal plane for 1d4 rounds. The creature reappears in the space it left or in the nearest unoccupied space if that one is occupied. The creature can use its action to make a Charisma check contested by the dragon’s to return early.
Regional Effects
The region containing a legendary incarnum dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Banks of beautiful, opalescent mist manifest within 6 miles of the dragon’s lair. The mist doesn’t obscure anything. It assumes haunting forms of lost souls.
- All light is dimmed and the voices of lost souls are heard within 3 miles of the dragon's lair.
If the dragon dies, these effects end immediately.
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