Legendary Resistance (3/Day)
Chaotic Order If the Dragon makes a successful saving throw all advantage and disadvantage are instead normal
Multiattack. The dragon can use its Naural Presence. It then makes two attacks: with either its bite, claws or tail
Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d8+ 4) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Tail. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 10 (2d8 + 2) bludgeoning damage.
Neutral 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 16 Wisdom saving throw or become stunned for 1 round. all dice rolls for the next minute are natural. 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 Neutral Presence for the next 24 hours.
Breath Weapons (Recharge 5–6). The dragon uses one of the following breath weapons.
Frost Breath. The dragon exhales icy blast in an 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 36 (10d6) cold damage on a failed save, or half as much damage on a successful one.
Slowing Breath. The dragon exhales billowing mist in a 60-foot cone. Each creature in that area must succeed on a DC 16 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Legendary Reaction. (1/7Days) The dragon in defense of its charge can teleport upto 6 creatures to the plane of its Creation. If this reaction is used it cannot be used again for 7 days.
The dragon can take 2 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 16 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked (Prone) The dragon can then fly up to half its flying speed.
Description
Medium sized dragon of Metal Gears and interlocking metal plates when deployed. when not in service it reverts to its original form of a large brightly colored Egg.
Lair and Lair Actions
This is an extra Planar construct and has no physical lair.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:
- The dragon chooses a point on the ground that it can see within 120 feet of it. Metal gears sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.
- The dragon chooses a 20-foot-square area that it can see within 60 feet of it. The area turns into a dark grey fog. where only blind sight and tremor sense can penetrate.
Previous Versions
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2/26/2020 8:20:11 PM
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Posted Feb 26, 2020removed color as its not a real dragon and color differences are not used in this design