Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Second form. this one can only be active once and have to be at a qourter of your hp to go into it.
Temp damage. you gain a temp damage resistant for 20 seconds.
Healing. you can heal for 1d20 hp.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Fire lightning Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Fire lightning Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Fire lightning Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Paralyzing gaze. Each creature of the Yognieald The Ancient One choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become [Tooltip Not Found] 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.
Fire lightning Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
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.
Fire lightning Tail Attack. The dragon makes a tail attack.
Fire lightning Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Yognieald The Ancient One Ancient One has spikes running down its back to is spike Tail. The body has neon red stripes that rap around is midnight black body to it under belly. The feet have razor sharp rigged nails.
Lair and Lair Actions
The ancient one's Lair
Ancient one's lair in the ground or base of the hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Caves with fire and rocks.The ancient one's sleeps on a pile of gold
Throughout the lair complex, servants erect monuments to the dragon’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 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:
- Fire and lighting from a point on the ground the dragon 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 15 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 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- Lightning storm form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly dark. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be [Tooltip Not Found] until the end of its turn.
Regional Effects
The region containing a legendary ancient one's lair is warped by the ancient dragon’s magic, which creates one or more of the following mysteryos effects:
- Small earthquakes and lightning storm are common within 6 miles of the ancient one's lair.
- Water sources within 1/2 mile of the lair are supernaturally warm and tainted.
- Wastland fissures within 1 mile of the ancient one's lair form portals to the Elemental Plane of Fire, lightning, allowing creatures of elemental fire and light into the world to create chaos nearby.
If the dragon dies, these effects fade over the course of 1d10 days.
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