Legendary Resistance (4/Day). If the greatwyrm fails a saving throw, it can choose to succeed instead.
Unusual Nature. The greatwyrm doesn't require food or drink.
Chromatic Awakening (Recharges After a Short or Long Rest). If the greatwyrm would be reduced to 0 hit points, iits current hit point total resets to 530 hit points, it recharges its Breath Weapon, and it regains any expended uses of Legendary Resistance. Additionally, the greatwyrm can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 120,000 XP (240,000 total) for defeating the greatwyrm after its Chromatic Awakening activates.
Multiattack. The greatwyrm can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +28 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus an additional 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +28 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage. If the target is a Huge or smaller creature, it is [condition]grappled[/condition (escape DC 20) and is restrained until this grapple ends. The greatwyrm can only have one creature grappled this way at a time.
Tail. Melee Weapon Attack: +28 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 26 Strength saving throw or be knocked prone.
Frightful Presence. Each creature of the greatwyrm's choice that is within 120 feet of the greatwyrm and aware of it must succeed on a DC 23 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 greatwyrm’s Frightful Presence for the next 24 hours.
Breath Weapon. The greatwyrm uses one of the following breath weapons:
Fire Breath (Recharge 5–6). The greatwyrm exhales fire in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Sapping Breath (Recharge 5-6). The greatwyrm exhales poisonous gas in a 300-foot cone. Each creature in that area must make a DC 25 Constitution saving throw. On a failed save, the creature falls unconscious for 1 minute. On a successful save, the creature becomes poisoned has disadvantage on attack rolls and saving throws until the end of the greatwyrm's next turn. An unconscious creature can repeat the saving throw on the end of each of its turns, ending the effect on itself on a success.
Shapechange. The greatwyrm magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the greatwyrm drops to 0 hit points or uses its action to end it.
The greatwyrm 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 greatwyrm regains spent legendary actions at the start of its turn.
Detect. The greatwyrm makes a Wisdom (Perception) check.
Attack. The dragon makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 15 feet of the greatwyrm must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The greatwyrm can then fly up to half its flying speed.
Arcane Spear (Costs 3 Actions). The greatwyrm creates ten spears of magical force. Each spear hits a creature of the greatwyrm's choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.
If the greatwyrm's Chromatic Awakening trait has been activated in the last hour, it can use the options below as legendary actions.
Bite. The greatwyrm makes one Bite attack.
Chromatic Flare (Costs 2 Actions). The greatwyrm flares with elemental energy. Each creature in a 60-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Dexterity saving throw or take 22 (5d8) fire damage.
Shattering Roar (Costs 3 Actions). The greatwyrm unleashes a magical roar. Each creature in a 120-foot-radius sphere centered on the greatwyrm must succeed on a DC 26 Constitution saving throw or take 19 (3d12) thunder damage and be incapacitated until the end of its next turn.
Description
The odor of sulfur and pumice surrounds a red greatwyrm, whose swept-back horns and spinal frill define its silhouette. Its beaked snout vents smoke at all times, and its eyes dance with flame when it is angry. Its massive size not only strikes fear into lesser beings, it also allows it to be almost unbeatable in combat.
Lair and Lair Actions
A Red Greatwyrm’s Lair
Red greatwyrms lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with volcanic or geothermal activity are the most highly prized red greatwyrm lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a greatwyrm as it sleeps.
With its hoard well protected deep within the lair, a red greatwyrm spends as much of its time outside the mountain as in it. For a red greatwyrm, the great heights of the world are the throne from which it can look out to survey all it controls—and the wider world it seeks to control.
Throughout the lair complex, servants erect monuments to the greatwyrm's power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
Lair Actions
On initiative count 20 (losing initiative ties), the greatwyrm takes a lair action to cause one of the following effects; the greatwyrm can’t use the same effect two rounds in a row:
- Magma erupts from a point on the ground the greatwyrm can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 18 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
- A tremor shakes the lair in a 100-foot radius around the greatwyrm. Each creature other than the dragon on the ground in that area must succeed on a DC 18 Dexterity saving throw or be knocked prone.
- Volcanic gases form a cloud in a 40-foot-radius sphere centered on a point the greatwyrm can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Regional Effects
The region containing a legendary red greatwyrm's lair is warped by the greatwyrm's magic, which creates one or more of the following effects:
- Small to medium earthquakes are common within 10 miles of the greatwyrm’s lair.
- Water sources within 3 miles of the lair are supernaturally warm and tainted by sulfur.
- Rocky fissures within 1 mile of the greatwyrm’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.
If the greatwyrm dies, these effects fade over the course of 1d20 days.
What is the difference?
Hello! Never had anyone comment on any homebrew items of mine before. But anyways, what do you mean 'what's the difference'?