Huge Dragon (Adult Chromatic), Chaotic Neutral
Armor Class 17 Natural Armor
Hit Points 200 (16d12 + 64)
Speed 80 ft., (only in chromatic forms) , Walk 40 ft.
STR
23 (+6)
DEX
14 (+2)
CON
21 (+5)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws STR +10, DEX +6, CON +9
Skills Perception +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 16
Languages Goblin
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Traits

Magical Resistance

The dragon has advantage on saving throws against spells and other magical effects.

Unstable Form

If the dragon takes 15 or more damage in one round, it automatically shifts to a new random form at the start of its next turn. At the start of each of its turns, or immediately after it takes 30 or more damage in a single turn, the dragon shifts into a new form. Roll a d6 or choose a form.

Corrupted Genes 

When the Chromatic Flux Dragon is reduced to 0 hit points, it undergoes a horrific transformation. Its body becomes grotesque, bloated, and covered with pulsing cysts, as if taken over by a parasite. Its scales turn a dark, sickly purple color, and the dragon is now too bloated to fly.

Chromatic Forms

Red Dragon Form (Fire)

  • Damage Immunities: Fire
  • Fire Aura: At the start of each of the dragon's turns, each creature within 10 feet takes 5 (1d10) fire damage.
  • Fire Breath (Recharge 5–6): The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much on a successful one.

Green Dragon Form (Poison)

  • Damage Immunities: Poison
  • Poisonous Presence: Creatures that start their turn within 10 feet of the dragon must succeed on a DC 16 Constitution saving throw or be poisoned until the start of their next turn.
  • Poison Breath (Recharge 5–6): The dragon exhales poisonous gas in a 30-foot cone. Each creature must make a DC 16 Constitution saving throw, taking 28 (6d8) poison damage on a failed save, or half as much on a successful one.

White Dragon Form (Cold)

  • Damage Immunities: Cold
  • Freezing Aura: The ground within 20 feet of the dragon is icy. It is difficult terrain, and creatures moving in the area must make a DC 16 Dexterity saving throw or fall prone.
  • Cold Breath (Recharge 5–6): The dragon exhales an icy blast in a 30-foot cone. Each creature must make a DC 16 Constitution saving throw, taking 36 (8d8) cold damage on a failed save, or half on a success.

Black Dragon Form (Acid)

  • Damage Immunities: Acid
  • Acidic Blood: When the dragon takes piercing or slashing damage, each creature within 5 feet takes 5 (1d10) acid damage.
  • Acid Breath (Recharge 5–6): The dragon exhales acid in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 33 (7d8) acid damage on a failed save, or half on a success.

Blue Dragon Form (Lightning)

  • Damage Immunities: Lightning
  • Static Field: Ranged weapon attacks against the dragon have disadvantage.
  • Lightning Breath (Recharge 5–6): The dragon exhales lightning in a 30-foot line that is 10 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half on a success.

Purple Dragon Form (Psychic)

  • Damage Immunities: Psychic
  • Mind Shield: The dragon has advantage on saving throws against spells.
  • Psychic Breath (Recharge 5–6): The dragon emits a wave of psychic energy in a 30-foot cone. Each creature must make a DC 16 Intelligence saving throw, taking 31 (7d8) psychic damage on a failed save, or half on a success.

Eldritch-Infested Dragon Form (Psychic)

  • Additional Type: The dragon becomes an undead abomination in addition to its's other types with the following features:
  • Necrotic Parasite. At the start of each of the dragon's turns, it regains 10 hit points. If it takes radiant damage, this effect is suppressed until the start of its next turn.
  • Pustulent Burst (Recharge 5–6). The dragon releases a wave of necrotic fluid from the cysts on its body, potentially restraining creatures on a failed save. The dragon spews a cone of necrotic energy, forcing creatures in the area to make a DC 16 Constitution saving throw or take 21 (6d6) necrotic damage.
Actions

Multiattack. The dragon makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus additional effect based on current form:

  • Red: 4 (1d8) fire damage.
  • Green: 4 (1d8) poison damage.
  • White: 4 (1d8) cold damage.
  • Black: 4 (1d8) acid damage.
  • Blue: 5 (1d10) lightning damage.
  • Purple: 4 (1d8) psychic damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus an additional effect based on current form:

  • Red: The target must make a DC 16 Strength saving throw or be pushed 10 feet away.
  • Green: The target must succeed on a DC 16 Constitution save or be poisoned until the end of its next turn.
  • White: The target's speed is reduced by 10 feet until the end of its next turn.
  • Black: The target takes an extra 4 (1d8) acid damage over 1d4 rounds.
  • Blue: The target must make a DC 16 Dexterity save or be stunned until the end of its next turn.
  • Purple: The target must make a DC 16 Wisdom save or be frightened until the end of its next turn.
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.

Chromatic Burst (Costs 2 Actions). The dragon releases a burst of energy related to its current form. Each creature within 20 feet must make a DC 16 saving throw (type depends on form) or suffer an effect:

  • Red (Dexterity): Take 14 (4d6) fire damage.
  • Green (Constitution): Become poisoned for 1 minute. The creature can repeat the save at the end of each of its turns.
  • White (Constitution): Take 13 (3d8) cold damage and have movement speed halved until the end of its next turn.
  • Black (Dexterity): Take 14 (4d6) acid damage.
  • Blue (Dexterity): Take 18 (3d10) lightning damage.
  • Purple (Intelligence): Take 13 (3d8) psychic damage and be unable to cast spells until the end of its next turn.

Flux Shift (Costs 1 Action). The dragon changes to a new form of its choice without triggering any form-change effects.

Warping Tail Swipe (Costs 1 Action). The dragon makes a tail attack with added chaotic energy. If it hits, the target must succeed on a DC 16 Dexterity saving throw or be teleported up to 30 feet to an unoccupied space the dragon can see.

Description

Prideful: Aware of its unique nature and power, the dragon possesses a strong sense of pride. It expects respect and can react harshly to any perceived slights.

Mercurial: Its mood can change rapidly, from contemplative to wrathful, mirroring the chaotic energies it embodies.

Not Innately Malevolent: While the dragon can be dangerous and destructive, it is not evil for evil's sake. Its actions are often driven by a desire for balance through chaos or the pursuit of knowledge.

Lair and Lair Actions

When fighting inside its lair, the Chromatic Flux Dragon can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), it takes a lair action to cause one of the following effects:

Elemental Surge. The dragon causes an elemental effect based on its current form:

  • Red: Columns of fire erupt from the ground in three locations the dragon chooses. Each creature in a 10-foot radius must make a DC 16 Dexterity saving throw or take 13 (3d8) fire damage.
  • Green: A cloud of toxic spores fills a 20-foot radius sphere. Creatures entering or starting their turn there must make a DC 16 Constitution saving throw or be poisoned.
  • White: A blast of freezing wind sweeps through a 60-foot line. Each creature must make a DC 16 Strength saving throw or be knocked prone and take 10 (3d6) cold damage.
  • Black: Acid rains from the ceiling in a 30-foot radius area. Each creature must make a DC 16 Dexterity saving throw, taking 13 (3d8) acid damage on a failed save.
  • Blue: Lightning arcs between two points the dragon can see. Creatures within 5 feet of the line must make a DC 16 Dexterity saving throw or take 13 (3d8) lightning damage.
  • Purple: Psychic echoes distort reality. All creatures of the dragon's choice within 30 feet must make a DC 16 Wisdom saving throw or have disadvantage on attack rolls until the end of their next turn.

Chaotic Terrain. The ground in a 40-foot radius becomes difficult terrain until initiative count 20 on the next round. In addition, creatures in the area must succeed on a DC 16 Dexterity saving throw or be restrained by entangling energy until the end of their next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
10/9/2024 3:29:01 PM
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Habitat: Forest

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