Amphibious. The dragon can breath both above land and under water.
Chromatic Brilliance (Recharges after a Short or Long Rest). If the aspect would be reduced to 0 hit points, their current hit point total instead resets to 500 hit points, they recharges their Breath Weapon, and he regains any expended uses of Legendary Resistance and spells. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,00 XP (310,000 XP total) for defeating the aspect of Perdere after their Chromatic Brilliance activates.
Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The aspect makes one Bite attack, one Claw attack, and one Tail attack.
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 23 (2d12 + 10) piercing damage plus 22 (4d10) force damage.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 23 (2d10 + 10) slashing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 20) and is restrained until this grapple ends. The aspect can have only one creature grappled this way at a time.
Tail. Melee Weapon Attack: +19 to hit, reach 30 ft., one target. Hit: 21 (2d10 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 29 Strength saving throw or be knocked prone.
Breath Weapon (Recharge 5–6). The aspect uses one of the following breath weapons.
Disparaging Breath. The aspect exhales the destructive chaos of the abyss in a 300-foot cone. Each creature in that area of the aspect's choice loses 71 (13d10) hit points from their hit point maximum till the aspect is defeated or till a spell such as Greater Restoration is cast on the effected individuals, and each creature in that area of the aspect's choice that is dead is disintegrated, such individuals can only be brought back with a wish spell or a spell of greater power.
Chromatic Breath. The aspect exhales the might of five forgotten chromatic dragons in a 300-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 22 (4d10) bludgeoning, 22 (4d10) fire (bypasses resistance and treats immunity as resistance), and 11 (2d10) acid damage on a failed save, or half as much damage on a successful one, and effects the creatures who fail the save with the following effect:
- they become unable to take a breath as they become covered in sodium and immediately starts suffocating. If a creature uses an action to pour at least 1 gallon of oil over the victim, the victim is no longer affected by the dragon’s sodium breath at the start of their next turn. If they come into contact with water while covered in salt, the salt explodes and both them and creatures within 5ft of them take 22 (4d10) fire damage
Chromatic Spear. Ranged Spell Attack: +19 to hit, reach 600/1,200 ft., one creature. Hit: 98 (28d6) fire damage. Fire damage dealt by the dragon’s breath bypasses fire resistance and treats immunity as resistance instead. This attack ignores any cover bonus to AC benefiting the target except for cover bonuses granted by objects made of adamantine. The target must succeed on a DC 25 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken and the dragon gains that amount of hit points in temporary hit points. This reduction is permanent unless undone with magic such as the Greater Restoration spell. On a critical hit, this attack severs one of the target’s limbs, if it has any. The following effects also happen if this breath weapon hits.
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a violent vortex of sand erupts and fills a 60 foot radius making the area heavily obscured for 1d6 rounds. When the creature enters the area for the first time on a turn or starts its turn there, it takes 4 (1d8) bludgeoning damage and must succeed on a DC 18 Dexterity Saving Throw or be knocked prone.
Spellcasting. The aspect casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 26, =18 to hit with spell attacks):
1/month: meteor swarm
1/day each: Sol's Explosive Salts, Lunae's Plasma Spear, Bestia's Ferocious Bite, Desurtum's Silent Sandstorm, Oceanus's Binding Salts
Change Shape. The aspect magically transforms into any Humanoid or Beast, while retaining their game statistics (other than their size). This transformation ends if the aspect is reduced to 0 hit points or if they use a bonus action to end it.
The aspect 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 aspect regains spent legendary actions at the start of its turn.
Attack. The dragon makes one Claw or Tail attack.
Terror Bite (Costs 2 Actions). The aspect makes one Bite attack. if the attack hits a creature, the target must succeed on a DC 27 Wisdom saving throw or become frightened of the aspect until the end of the target's next turn.
If the aspect's Chromatic Brilliance trait has activated in the last hour, he can use the options below as legendary actions.
Abbysal Shield (Costs 2 Actions). The aspect manifests seven spectral ancient purple dragons around themself that protect them; they gain 77 temporary hit points until the start of their next turn.
Abbysal Spikes (Costs 3 Actions). The aspect conjures four enormous spikes made purely of abyssal magic that violently pierce through the earth from four different points they can see within 150 feet of him and then disappear. Each creature in a 20-foot radius, 100-foot-high cylinder centered on each point must succeed on a DC 27 Dexterity saving throw or take 24 (7d6) force damage. a creature in the area of more than one lance is affected only once.
Description
Yellow, Orange, Purple, Grey, and Brown, five dragons lost to time after the divine writers removed them from their story. Or did they..? Perdere, the chromatic dragon god of those dragons knows the fate of those dragons, as they dive through the infinite layers of the abyss to gain the power to bring them back. They follow in the footsteps of the other, published, dragon gods, and have created an aspect. They often take the form of a human man, but they go by the name of Chloe, they often are cloaked in the cloaks a cultist would wear, and they bring death and destruction wherever they go, earning them the nickname "the forgotten death" because they wield the power of forgotten dragons.
Lair and Lair Actions
(Although the current aspect of Perdere is nomadic, you can play this character very easily as a ruler of some sort, this would be the layer actions and regional effects of the aspect of Perdere.)
aspects of Perdere don't often nest, preferring to move and destroy things, however, there have been cases where one has stayed in a single place for what we would think of as a long time. This often occur underwater or below the earth as it sleeps. Whatever the case, structures that resemble castles were often found at those sights, with locals claiming they were never there before. Many believe that they were subconsciously being formed by Perdere's aspect, as they all seemed the same.
Lair Actions
On initiative count 20 (losing initiative ties), the aspect 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 huge castle wall forms in an area the dragon can see (that is inside the lair). The wall is 50ft high, 20ft wide, and 100ft long, and any creatures on where the wall would be formed must succeed on a DC 20 Dexterity save, or be knocked prone.
- A ruby looking gemstone appears through a huge portal and goes through one of a similar size on a point the aspect can see within range, Perdere bursts through both portals, following the gem. Any creatures within 30ft of either portal must make a DC 25 Dexterity save, taking 11, (2d10) force damage and being knocked prone on a fail, and taking half damage on a success and not being knocked prone, if you fail the save you must also make a DC 27 Charisma save, being charmed by the aspect of Perdere on a fail, and nothing happening on a success
- Bolts of pure chaos dance around the lair, all creatures within the aspects lair must make a DC 22 Dexterity save on each of their turns, taking 11, (2d10) lightning damage and 11, (2d10) force damage on a fail, and none on a success, this lair action lasts until initiative count 20 of next round.
Regional Effects
The region containing an aspect of Perdere's lair is warped by the dragon god's magic, which creates one or more of the following effects:
- The sky appears a gloomy orange and orange lightning strikes from the clouds within 12 miles of the lair.
- Any body of water within 6 miles of the dragon’s lair becomes salty and orange. Containers holding water also become salty, orange, and undrinkable for most creatures if they remain within this radius for more than 24 hours.
- The area wit.
If the dragon dies, any water that would not typically have sat in it returns to normal within 1d10 days and the winds return to normal immediately.
Previous Versions
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Coming Soon
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