Large Dragon (Adult Chromatic, Chromatic, Cursed, Vampire), Chaotic Neutral
Armor Class 14
Hit Points 125 (14d10 + 55)
Speed 40 ft., Swim 40 ft., Fly 80 ft.
STR
14 (+2)
DEX
15 (+2)
CON
19 (+4)
INT
14 (+2)
WIS
13 (+1)
CHA
16 (+3)
Damage Resistances Acid
Damage Immunities Psychic
Senses Tremorsense Being so connected with it's environment as it is it's primary food source. A Chroma Ink Drake can sense movement within 30ft, Passive Perception 18
Languages Common, Draconic Common, Draconic
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Bibliophile. The ink drake understands any written language it can see, provided it is touching the surface on which the words are written.

False Appearance (Book Form Only). While the drake remains motionless, it is indistinguishable from an ordinary book.

Legendary Resistance (2/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Bite (Dragon Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 4) slashing damage.

Book Flap (Book Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 3) bludgeoning damage, and the drake can fly up to 15 feet without provoking opportunity attacks, as it flaps its pages.

Shredded Breath (Dragon Form Only; Recharge 5–6). The drake exhales sharp shreds of ink and paper in a 15-foot cone. Each creature in the area must make a DC 13 Dexterity saving throw. On a failure, a creature takes 20 (5d6) slashing damage and is blinded until the end of its next turn. On a success, a creature takes half the damage and isn’t blinded.

Vampiric Breath (Recharge 5–6). The dragon inhales deeply and all creatures with 25ft circle, must make a DC17 Con save. If the target fails a Constitution save, it loses hit points equal to the maximum number of its hit dice multiplied by (1D8) and the Drake gains 15 temporary hit points by absorbing a portion of the color and energy around it. On a success, divide the end result in half and the Drake will not gain any temporary hit points. If the target's hit points are reduced to 0 from this spell, the target dies.

Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):

At will: Minor Illusion

1/day each: prismatic spray, hypnotic pattern, lesser restoration

Bonus Actions

Change Shape. The dragon magically transforms into any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.

Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.

Reactions

Multiattack. The dragon makes one Bite attack and two Claw attacks.

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.

Claw. The dragon makes one extra claw attack.

Chroma Cascade: The dragon releases a wide spray of chromatic "ink" in a 60-foot cone. Each creature in that area must make a DC. The target(s) must succeed on a DC 15 Dexterity saving throw to avoid being affected by the Wasting* curse, and take take 17 (5d6) acid damage. A successful save avoids the curse but still takes half the the acid damage.

*Wasting Curse: After 50 failed con saves [DC10], the creature affected falls loses all physical color to their form, fading to only grey tones and falls unconscious to 1hp. They cannot be healed or resuscitated without being brought out of their current realm for the same number of days infected (number of saves failed). It is incurable while remaining in their current realm. Creatures and items spread the curse through touch.

This duration required for this curse to go into effect is significantly lessened if affected directly, as from the Chromism Ink Drake itself. If cursed directly, it will go into effect after only 10 failed con saves [DC10].

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Made up of sharp, paper like scales that appear to be splashed with paint this dragon is extremely vibrant and hard to miss. Colors seem to slowly broil and move on their skin. Every color imaginable is represented seeping down from it's wings. This, is a Chroma Ink Drake...rarely seen, but never unnoticed.

Description

With its sharp angles and colorful skin, this draconic creature looks as if it were carefully folded from a massive sheet of paper, including its razor-sharp claws and teeth, and then dipped in various pigments of ink.

Origin Book and Map Erasers. These drakes as babies are a bane to historians and spellcasters. They consume ink and pigments, and they often do so for their own aesthetic purposes as well as a nutrient source. They sometimes adore the possibility of a blank page, but they also may erase ink selectively to make beautiful patterns in the remaining pigments to suit their whimsy.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Beleighve

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