Mana Core. All of the Lesser Dragon's supernatural abilities stem from its mana core, and, as such, use up mana. Lesser Dragons have 10 mana points, and, once they are depleted, all lingering effects of any abilities taken by the Dragon dissipate.
Mark of The World. In this form, Lesser Dragons have a tattoo on their face which spells out their magical true name. It can be hidden from sight - and generally is - as a creature with True Sight who makes a DC 20 Arcana Roll may decipher this true name and take command of the Dragon. This true name is subject to change.
Nocturne Creature. Lesser Dragons have Darkvision that is unaffected by magical darkness. In addition, while in total darkness, all Mana effects cost 1 less mana than normal, to a minimum of 1.
Shadow Walker. Lesser Dragons, while in False Form and in darkness, can teleport to any point within the darkness so long the darkness can be contained in a singular shape at the cost of half their movement. This can only be done once a turn.
Multiattack. The lesser dragon makes two attacks: both with its greatsword.
Greatsword. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) slashing damage.
True Magic: Wave (Recharge 5 - 6, Mana: 5). A wave of pure, invisible force shoots out from the Lesser Dragon. Every creature and/or object of the Lesser Dragon's choice within a 15ft. radius of the Lesser Dragon must make a DC 15 Constitution saving throw, taking (4d4) force damage and getting pushed back to the edge of the radius on a failed save, or half as much damage on a successful one.
Dragon Fear (Recharge 5 - 6, Mana: 3). The primal fear of prey in the presence of an apex predator is foisted upon those in the surrounding area. Every creature in a 15ft. radius must make a DC 15 Wisdom saving throw, or be frightened of the Lesser Dragon. Every creature within 30ft. must make a DC 12 Wisdom saving throw or be frightened. The saving throw can be repeated at the beginning of all the affected creatures' turns until they succeed.
True Magic: Polymorph (Mana: 1). When their true forms are not suitable for an occasion, Lesser Dragons may choose to take a humanoid false form.
Camouflage (Recharge 4-6, Mana: 1). When in dim light or total darkness, Lesser Dragons may cast Invisibility.
True Magic: Godspeed (Mana: 3). For an initial 3 mana point cost and a 1 mana-point cost per round - deducted at the end of each round - Lesser Dragons may continually infuse themselves with mana. In this time, the Lesser Dragon's AC increases by +3, movement speed increases by 15ft., gains advantage on all Constitution and Dexterity ability checks and saving throws. In addition, they gain a +5 to all stealth checks.
True Magic: Wrath (Recharge 5 - 6, Mana: 3). On a successful melee attack, the Lesser Dragon may use the traces of true magic within its blood to bring to bear draconic strength. The target of the attack takes an extra (2d8) force damage and is forced back 10ft. This attack, once used can be affected by reactionary defence spells such as Silvery Barbs and Shield. If said spell is enough to prevent the attack from landing, the charge is nonetheless spent, and the target takes 2 points of force damage.
True Magic: Investiture (Mana: 5). On a successful melee attack against the Lesser Dragon, it may use its mana to perform near physics-defying acts to avoid damage. Upon being activated, the Lesser Dragon's AC increases by (1d8) for solely the triggering attack. If the triggering attack is a Critical Hit, the attack still lands, but is treated as a normal hit.
Description
Descendants of the dragon bloodline that could not live up to the power of their ancestors. Generally a greedy, inquisitive, cunning bunch, the Lesser Dragons also have an inferiority complex around true Dragons.
Lesser Black Dragons, much like actual Black Dragons, are ambush hunters and mostly function at night.
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