Mod | Save | ||
---|---|---|---|
STR | 25 | +7 | +7 |
DEX | 10 | +0 | +5 |
CON | 23 | +6 | +6 |
Mod | Save | ||
---|---|---|---|
INT | 16 | +3 | +3 |
WIS | 15 | +2 | +7 |
CHA | 20 | +5 | +5 |
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).
Rend. Melee Attack Roll: +12, reach 10 ft. Hit: 16 (2d8 + 7) Slashing damage plus 5 (1d10) Lightning damage.
Lightning Breath (Recharge 5–6). Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d10) Lightning damage. Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 19, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet straight away from the dragon and has the Prone condition.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17, +10 to hit with spell attacks):
At Will: Detect Magic, Guiding Bolt (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy
1/Day Each: Detect Thoughts, Water Breathing
Legendary Action Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Thunderclap. Constitution Saving Throw: DC 17, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 90 feet. Failure: 10 (3d6) Thunder damage, and the target has the Deafened condition until the end of its next turn.
What a cool picture.
Indeed a very nice artwork.
Lost 1 AC gained 10 initiative. Lost the con and cha save.
Dmg went from 18 piercing and 28 slashing (46) to 48 slashing and 15 lightning (63). His lightning breath deals 11 dmg less. Having the option to push someone away with his roar or hitting them with a 5d6 guiding bold for advante is a nice combo.
The legendary actions are nice too. A small aoe with thunderclap sounds nice but i must admit i loved the options of the other dragons more. Still a very nice rework.
The repulsing breath is thankfully not as op as other metallic dragon breath, but would still give it a recharge, but unlike other, let it fully use its multi attack with it. For the rest, i would just give it normal lair actions rather than an other lr, since it seems very unlikely for me that a around 200 hp creatures burn trough even 3 LR, even less likely that they burn trough 4.
I do not like how ridiculous the initiative for high cr ennemies are tough i understand the intent... Maybe let them add their proficiency to some creatures, but not more than that, or it remove all interest of pc with high dex/proficiency in init cause anyone will still have even bigger init bonus anyway.