Wreathed In Curses. The dragon is immune to curses.
Multiattack. The dragon makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 6) piercing damage and 4 (1d6) necrotic damage
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage and 4 (1d6) necrotic damage.
Curse Breath (Recharge 5-6). The dragon exhales roiling black mist in a 30-foot cone. Each creature in that area must succeed on a DC 15 Wisdom saving throw. On a failed save, the creature becomes cursed. The effect is similar to spell Bestow Curse cast with 3rd level spell slot, effect essentially random, but left to DM's discretion. The duration of this effect is 1 minute, however, once it ends, the creature must make another DC15 Wisdom Saving throw. If this fails, the duration is extended by 10 minutes. Repeat this each time the effect ends, increasing the amount of time the curse of is extended, so next time the curse is extended 8 hours, then 24 hours, and after that curse can become permanent until dispelled.
If creature is breathed on again, the DM can choose if this will inflict player with another effect or merely grant disadvantage to next saving throw against the existing curse.
Description
Curse Dragons are curious breed of dragons that as part of their nature become wreathed and misfortune, malice and dark magic. If this is result of their diet or their ability to become wrapped in such things is sometimes debated - although compared to their chromatic and metallic cousins, they are much more rarer. And thankfully so.
Their breath weapon exhales concentrated misfortune and malice, inflicting various curses on the unfortunate enough to cross its path. In worst cases, the effects of these curses are permanent until dispelled by Remove Curse.
In later stages of life, the wreath of misfortune and black aura becomes so intense it starts to spoil luck of everything that surrounds it; arrows miss, spells are anomalously ineffective and accidents are more frequent. Their Curse Breath also may become more potent.
Despite their frightening appearance and horrid aura, they are not as cruel or vicious as some other dragons. They can be reasoned with, although one should exercise caution not to earn their ire. One might not immediately kill you, instead opting to ruin your life; steal and twist anything that brings you happiness, bring forth misfortune upon you and your house. And after all that is done, they might just feel 'merciful' enough to kill you - although they might just come to watch you stew in your sorrows instead.
Curse Dragons hoard treasure like many other dragons do, but to frustrations of many adventurers, the presence of the Curse Dragon will often seep into the treasures, turning some items into cursed items and sapping boons from magical objects. They are very well aware of this and do often try to barter with the items, finding great joy in tricking mortals.
Lair and Lair Actions
A Curse Dragon’s Lair
Curse Dragon's aren't picky when it comes to their lairs. With their penchant to devour power from magical objects or from ambient magic, they are often found in dungeons, abandoned structures, caves near leylines or other magical sites.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon gains 3 Unlucky dice. For each dice, dragon can impose another creature to roll again on any roll and take the worse outcome. This consumes an Unlucky die. These dice do not expire and can only be used on the creatures that were in the lair when they were gained. The dragon can only have up to 3 Unlucky dice at once.
- 3 (1d4) pieces of equipment, items or magical objects of DM's choice gain a random Minor Detriment for the next 24 hours.
Regional Effects
The region containing a legendary curse dragon’s lair is warped by the dragon’s magic.
- Weather in general becomes unfavorable and dreary around its lair.
- People are more often affected by various misfortunes and accidents.
- Within its lair, any roll of 2 is treated as natural 1 instead.
If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
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