Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Magic Attacks. The dragon's attacks are magical.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 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.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Spellcasting. The dragon casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 26):
At will: detect magic, mage hand, prestidigitation
2/day each: dispel magic, Fireball, lightning bolt, Remove Curse
1/day each: arcane eye, Divination, Greater Invisibility
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.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Alert (Costs 3 Actions). The dragon Alerts up to 5 followers within a 120 ft radius to come to its location. The effect is otherwise identical to the sending spell.
Description
A mage dragon is vastly different from other types of dragons sporting some owl like features along with the dragon ones such as feathers, large yellow eyes, and a beak like end to their snout. the scales underneath a mage dragon's feathers are a dull dark grey coloring similar to charcoal. mage dragons however tend to disguise themselves as a humanoid of considerable age and wisdom to lead their followers.
Mage dragons pride themselves on their and their followers knowledge of the Arcanine arts. Mage dragons often argue and compete for who is the most knowledgeable often using spies sent from their lairs to steal knowledge from each other. A mage dragon usually passes off their lair as an elite school where students from all over come to learn the ways of magic placing themselves as the headmaster. It is likely that many great wizards have been in such magic schools without realizing the truth about the dragon's lair. Only a select trusted few are aloud to know the true identity of the mage dragon and anyone else who finds out about this secret are exiled from the lair or killed to protect the secret.
Lair and Lair Actions
A Mage Dragon’s Lair
Mage dragons dwell in mountains, where they make their lairs in large caves with room for libraries, dorms, study halls, and homerooms wich they use to teach their apprentices. False walls and secret pathways in the lair hide secret antechambers where the dragon stores valuable magic items, art objects, and other oddities it has collected over its lifetime. relatively worthless magic items are put on display in open caves for the dragon's followers to study.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon chooses a door, a window, or an area that is no larger than a 20-foot Cube that it can see within 120 feet of it and sets an alarm against intrusion excluding the dragon's followers from triggering the spell. The effect is otherwise identical to the alarm spell and lasts for 8 hours.
- The dragon chooses a 5 foot cube area that it can see within 120 feet of it. an effect identical to the create bonfire spell.
Regional Effects
The region containing a legendary mage dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Magic carvings representing the dragon's lair can be seen worked into stone terrain and objects within 1 mile of the dragon’s lair.
- Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon, but can’t divulge its whereabouts.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes while the water is perfectly safe to drink to followers of the dragon.
If the dragon dies, the effects on the environment fade over the course of 1d10 days. The other effects end immediately.
Previous Versions
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