Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Curse of the Drought. If a creature is Frightened by the Dragon, it is made vulnerable to fire until it is no longer frightened.
Dragon by Name. Though Nelthet was born a wyvern, his sheer power and collosal size earned him the monacher of a true dragon. His wingspan of [#]ft causes creatures within 40 ft of the Dragon while he flies to make a DC 13 Constitution saving throw or be knocked prone. The same saving throw is required for creatures within 5 feet of the Dragon while it walks.
Great Steps. If the Dragon walks into another creatures space they are required to make a DC 14 Dexterity, Constitution, Intelligence, or Wisdom saving throw or take a Stomp attack.
Colossus. The Dragon is far too large and slow walking, while on the ground missed attacks simply do half damage.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Stomp. Melee Weapon Attack. Reach: 13 ft, +5 to hit, [rollable](3d10+12) bludgeoning damage.
Rostrum. Melee Weapon Attack. Reach: 16 ft, +7 to hit, [rollable](3d8+13) peircing damage.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Tail. Melee Weapon Attack: +9 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.
Blighted Breath. The Dragon sprays a black fog in a 30 foot cone ahead of itself. Creatures within range are then coated in it, requiring a full action to roll a DC 15 Nature check to remove. Subsequent coatings stack and require additional checks to remove individually. In addition surfaces hit are also coated.
Pull Back. The dragon bats its wings once and moves backwards 17 ft, requiring each creature within 10 feet to make a DC 13 Constitution saving throw or be knocked prone.
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.
Nelthet's Inferno. All ground and Creatures coated in black fog catch fire, the creatures take [rollable](2d20+10) fire damage, and the ground covered becomes difficult terrain for 3 rounds, and any action taken within the terrain requires a DC 16 Constitution or Nature Check or take [rollable](1d10+10) Fire damage.
Shed Form. The Dragon sheds its bulky form, becoming a thin Serpent like being who only has a flying speed of 190 ft, and gains advantage on all Melee Weapon Attack rolls, but becomes vulnerable to all damage until the Dragon returns within its shell.
Swallow. The Dragon makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the Dragon, and it takes 25 (3d10) acid damage at the start of each of the Dragon's turns. The Dragon can have only one target swallowed at a time. If the Dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Scorching Beam(5/day). The Dragon makes a Blighted Breath attack and then immediately ignites it, causing the effects of Nelthets inferno within 1 turn- forcing creatures within the range of the initial breath attack to make a DC 15 dexterity or Intelligence Check to avoid being coated and damaged.
Lair and Lair Actions
Nelthet has drained an entire field of its life, leaving a dead grassland clouded entirely with swarming Weevils, Locusts, and Pests.
Call Forth Swarm. 4 orbs of the spell Insect Plague are summoned within 10 feet of the Dragon, 1 for each cardinal direction. Each Orb persists for 5 rounds, and each may be commanded to move where the Dragon chooses as a bonus action.
The Further Curse of the Drought. The Dragon roars and spreads its wings for an action, all healing spells made within 30 ft of the Dragon have their effect halved.
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