| Mod | Save | ||
|---|---|---|---|
| STR | 27 | +8 | +8 |
| DEX | 20 | +5 | +11 |
| CON | 25 | +7 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 20 | +5 | +11 |
| CHA | 24 | +7 | +7 |
Amphibious. The dragon can breathe air and water.
Legendary Resistance (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Fire Absorption. Whenever the dragon is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. The dragon is immune to any spell or effect that would alter its form.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Damage Reduction. When you’re hit by an attack while you’re wearing Heavy armor, any Bludgeoning, Piercing, and Slashing damage dealt to you by that attack is reduced by an amount equal to your Proficiency Bonus.
Blessing of Sapphire Star. gains resistance to necrotic and immunity radiant damage, It also does 5 radiant bonus damage on attacks.
Knights vigor: Add 200 to your temp health points, regain all after a long rest, regain half after a short rest, regain all health when turning dragon.
Shape and Size: with a bonus Action you can change the size of the armor to either fit you or increase its size from 10ft, 15ft, and/or 20ft, or both.
Damage Absorption. You have resistance against acid, cold, fire, lightning, and poison damage. If you already have resistance to that damage type from another source, you instead have immunity to that damage type. If you already have immunity to that damage type from another source, whenever you are subjected to damage of that type, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.
Dragon Fire. If you deal fire damage to a creature or flammable object, it starts burning. At the start of each of its turns, a creature burning in this way takes 1d6 fire damage. A creature that can reach the burning target can use an action to extinguish the fire.
Lingering Shock. If you deal lightning damage to a creature, it can’t take reactions until its next turn.
Winter’s Fury. While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
Chromatic Infusion. As a bonus action, you can have your melee attacks be infuse with one of the following damage types: acid, cold, fire, lightning, or poison. For the next minute, deals an extra 1d6 damage of the chosen type when it hits. You can use this bonus action once per long rest.
Divine Strike. Once on each of your turns when you hit a creature with an attack roll, you can cause it to take an extra 1d8 Necrotic or Radiant damage (your choice).
Fire Strike. On each of its melee attacks it does an additional 2d6 fire damage
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of (A) Spellcasting to cast Guiding Bolt (level 2 version) or (B) Weakening Breath.
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 21 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.
Rend. Melee Attack Roll: +14, reach 10 ft. Hit: 17 (2d8 + 8) Slashing damage plus 4 (1d8) Fire damage.
Sapphire Breath (Recharge 5–6).Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (12d10) Radiant damage. Success: Half damage.
Spellcasting. The dragon casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21, +13 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)
1/Day Each: Flame Strike, Zone of Truth
Weakening Breath. Strength Saving Throw: DC 21, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3 (1d6) from its damage rolls. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.
Sapphire Lazer (Recharge 5–6).Dexterity Saving Throw: DC 21, each creature in a 15-foot line. Failure: 66 (15d10) radiant damage. Success: Half damage.
Nano booster: Can use haste as a bonus action and last for one hour, recharges 1 every dawn.
Shield of Faith. A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration(Concentration,10min).
Reactive Resistance. When you take acid, cold, fire, lightning, or poison damage, you can use your reaction to give yourself resistance to that instance of damage. You can use this reaction 4 times, and you regain all expended uses when you finish a long rest.
Legendary Action Uses: 3. 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.
Banish. Charisma Saving Throw: DC 21, one creature the dragon can see within 120 feet. Failure: 10 (3d6) Force damage, and the target has the Incapacitated condition and is transported to a harmless demiplane until the start of the dragon’s next turn, at which point it reappears in an unoccupied space of the dragon’s choice within 120 feet of the dragon. Failure or Success: The dragon can’t take this action again until the start of its next turn.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 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.
Shield of Faith. A shimmering field surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Sapphire of the Emperor (Recharge 5-6).Dexterity Saving Throw: DC 21, each creature in a 60-foot Cone. Failure: 66 (25d10) Radiant damage. Success: Half damage.
Description
Safi'jiiva
act subtly, frequently changing their shape to resemble harmless animals or cultivating personas so they can pass as common people.
Safi'jiiva
Safi'jiiva work to make the world a better place. The most powerful of the metallic dragons, these awe-inspiring dragons strive to protect that which is good and bend fate toward a brighter future. Their kind dispositions don’t prevent gold dragons from engaging in combat when necessary, though, and they exhale brilliant flames and weakening magic to rout their foes.
Safi'jiiva
favor grasslands and pristine forests, frequently dwelling near awe-inspiring natural wonders or guarding monuments from ancient civilizations. In their lairs, gold dragons hoard coins and gems, but they frequently put their treasure to use in pursuit of greater goals. They often use their riches to buy rare lore books, pay informants, or patronize idealistic adventurers.
Lair and Lair Actions
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/25/2025 4:41:31 PM
|
8
|
0
|
--
|
Coming Soon
|
|
|
4/29/2025 2:16:12 AM
|
10
|
0
|
1
|
Coming Soon
|
|
|
4/29/2025 2:19:15 AM
|
10
|
0
|
--
|
Coming Soon
|
Comments