Night vision. The dragon can See in any underground dark areas without light perfectly, outside at night in a deep dark forest or inside ruins.
Amphibious. The dragon can breathe air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
limited Magic immunity. If Adamantine dragon chooses to be affected. He is immune to spells of 3rd level or lower.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 8) piercing damage.
Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 8) bludgeoning damage.
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 22 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.
Breath Weapons and Change Shape (Recharge 5–6). The dragon uses one of the following breath weapons.
Force Breath. The dragon exhales Forceful energy in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw, taking 66 (14d10) Force damage on a failed save, or half as much damage on a successful one.
Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws 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.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than 10 with half that moster total hit points. if it dies. Any equipment it is wearing or carrying is absorbed into it's body (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores. Its statistics and capabilities are otherwise replaced by those of the new form, Such as attacks Resistances and Vulnerabilities , Strength, Dexterity and Constitution.
he 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.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 15 (4d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The most powerful of all the metallic dragons, Adamantine dragons are true forces of pure evil unlike the rest of the other which are good dragons. The adamantina Dragons where locked away by the rest of the Metallic dragons due to their evil nature.
Adamantine dragon are dexterous and very clever . Its horns are jagged and point forward extending past its snout, Has a long neck. A Adamantine dragon’s large spread wings begin at the shoulders and lead down down past the base of the tail, letting it sore with easy in the skies even the wind currents in the sky gleam through its wings gliding it through the air. A Adamantine dragon wyrmling has scales of dark green with metallic flecks. Those flecks grow larger as the dragon matures. As a Adamantine dragon ages, its pupils fade until its eyes resemble a deep forest green.
Lair and Lair Actions
A Adamantine Dragon’s Lair
Adamantine
dragons make their homes in out-of-the-way places, where they can do as they please without arousing suspicion or fear. Most dwell near Underground area's, Forests, Desserts, Cave complexes hidden behind Lavafalls, or Ancient ruins.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.
- One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon’s. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.
Regional Effects
The region containing a legendary Adamantine dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon’s lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.
- Nearby water source within 2 miles of an Adamantine dragons lair can be made of pure force energy streams touching water a creature make a DC 18 dexterity save or be pulled all the way down the river and take 4d8+8 force damage.
- Emeralds, Diamonds and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.
If the dragon dies, these effects end immediately.
Previous Versions
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