Large Dragon, Neutral
Armor Class 18 (natural armor)
Hit Points 120 (12d12 + 65)
Speed 40 ft., fly 70 ft.
STR
13 (+1)
DEX
23 (+6)
CON
10 (+0)
INT
15 (+2)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws DEX +11, CON +5, INT +7
Skills Acrobatics +10, Perception +10, Performance +7, Stealth +12
Damage Vulnerabilities Bludgeoning
Damage Immunities Acid, Fire
Condition Immunities Charmed
Senses Darkvision 120 ft., Passive Perception 20
Languages Draconic
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Prehensile Tail. If the dragon succeeds on a tail attack, it may force the target to make a DC 16 Strength saving throw or be grappled.

Camouflage (3/Short Rest). The dragon changes the color of its scales to match its surrounding environment for 1d10 rounds. While camouflaged, the dragon has advantage on all Dexterity (Stealth) checks, and creatures attacking the dragon have disadvantage on attack rolls. If the dragon takes damage or is exposed to Hideous Zippleback gas, it must make a concentration check or lose the effect.

Hypnosis (1/Long Rest). The dragon picks one target, and the dragon's pupils dilate into slits and swirl. If the creature is not blind, it must make a DC 19 Wisdom saving throw. On a failed save, the creature comes completely under the influence of the dragon until the effect is dispelled, and the dragon may implant suggestions in their mind that they then carry out when the spell ends (anything short of suicide). The target gets a saving throw every time the dragon implants a suggestion, and any one successful save breaks the dragon's influence.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 2d6 + 6 piercing damage plus 1d8 acid damage.

Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 2d8 + 6 bludgeoning damage.

Acid Breath (8/Short Rest). The dragon exhales acid in a 60-­foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 9d8 acid damage on a failed save, or half as much damage on a successful one.

Fire Breath (3/Short Rest). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one. 

Description

The chameleon-like Changewings are skilled predators of the Mystery Class and some of the deadliest dragons known. Their camouflaging skills are second to none, allowing them to blend in with rocks, trees, foliage, and even buildings. Additionally, Changewings often change colors based on their moods and surroundings. Instead of fire, they shoot hot, corrosive acid that burns through wood and rocks. They are also extremely agile and fast, even when moving along the ground. Changewings have a social structure similar to a lion pride. The female Changewings do most of the hunting and defense.

Changewings are usually red or green. They have teeth protruding out their lip from their lower jaw and yellow eyes. They possess a pair of horns that protrude from the back of their heads, a single horn on their nose, and a pair of antennae with leaf-like lobes that are similar to a Snaptrapper's. The spines on the Changewings are also leaf-like in shape. Their wings are red or green with yellow edges and their size is close to Monstrous Nightmare.

Previous Versions

Name Date Modified Views Adds Version Actions
1/12/2020 11:21:49 PM
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1/13/2020 9:37:33 PM
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starryprinxe

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