Medium Dragon, Any Alignment
Armor Class 16 natural
Hit Points 90 (15d8 + 45)
Speed 30 ft., fly 30 ft., swim 30 ft., walk 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
16 (+3)
INT
14 (+2)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws INT +5, WIS +5, CHA +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage Dealt By Traps, Damage from Spells
Condition Immunities Poisoned
Senses Blindsight 60 ft, Darkvision 120 ft, Truesight 30 ft, Passive Perception 12
Languages Common telepathy 120 ft, Draconic telepathy 120 ft
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Evasion; If the Dwarf Drydvern is subject to an effect that allows it to make a dexterity saving throw to take only half damage the Dwarf Drydvern instead takes no damage if it succeeds and half damage if it fails.

Keen senses; The Dwarf Drydvern has advantage on Wisdom (perception) checks that rely on sight, hearing or smell.

Magic Resistance; The Dwarf Drydvern has advantage on saving throws against spells and other magical effects.

Quick action; On each of its turns, the Dwarf Drydvern can use a bonus action to take the dash, dodge, disengage, hide or help action.

Variant: Familiar; The Dwarf Drydvern can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the Dwarf Drydvern senses as long as they are within 1 mile of each other. While the Dwarf Drydvern is within 10 feet of its companion, the companion shares the Dwarf Drydvern's magic resistance trait and can cast the Dwarf Drydvern's spells as though they knew them. At any time and for any reason, the Dwarf Drydvern can end its service as a familiar, ending the telepathic bond.

Multiple heads: The Dwarf Drydvern has two heads while it has more than one head the Dwarf Drydvern has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Ice walk: The Dwarf Drydvern can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Spider climb: The Dwarf Drydvern can climb difficult surfaces including upside down on ceilings, without needing to make an ability check.

Amphibious: The Dwarf Drydvern can breathe air and water. Additionally, it can breathe in pools of black pudding and other oozes without being absorbed or subject to take damage.

Actions

Multi-attack: The Dwarf Drydvern has three attacks, two of which must be some combination of its bite, or ram attacks, it's third attack is its tail attack.

Bite; melee weapon attack: +6 to hit, reach 10 ft, one target. hit 28 (5d8+3) piercing damage.

Tail; melee weapon attack: +6 to hit, reach 15 ft, one target. hit 38 (7d8+3) slashing damage, after a hit the target must succeed a constitution save DC 13 or take 18 (3d8+3) poison damage and be poisoned for one minute.

Ram; melee weapon attack: +6 to hit, reach 10 ft, one target. hit 38 (7d8+3) piercing damage.

Darkness aura (4/day); A 15-foot radius of magical darkness extends out from the Dwarf Drydvern, moves with it and spreads around corners. The Darkness lasts as long as the Dwarf Drydvern maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 4th level or lower, the spell creating the light is dispelled

Healing Touch (4/day); The Dwarf Drydvern touches another creature. The target magically regains 38 (7d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness affecting it.

Psychic Elemental; The Dwarf Drydvern chooses target creatures it can see within 30 feet of itself. These creatures must make a Wisdom saving throw DC 13 taking 24 (5d8+3) psychic damage +38 (7d8+3) elemental damage on a failed save or half as much on a successful save. The Dwarf Drydvern chooses from the following damage types for the elemental damage each time it makes this attack; acid, cold, fire, lightning or poison.

Spell casting: The Dwarf Drydvern can cast the following spells without expending VSM components. Charisma is the Dwarf Drydvern's spell casting ability. Spell attack: +5 DC: 13.

At will; Control Flames, Dancing Lights, Druidcraft, Encode Thoughts, Friends, Guidance, Gust, Light, Mage Hand, Mending, Message, Minor Illusion, Mold Earth, Prestidigitation, Resistance, Shape Water, Spare the Dying, Thaumaturgy.

Breath Weapons (recharge 2-6), The Dwarf Drydvern uses one of the following breath weapons.

Weakening Breath. The Dwarf Drydvern exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 13 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.

Paralyzing Breath. The Dwarf Drydvern exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed 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.

Repulsion Breath. The Dwarf Drydvern exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.

Slowing Breath. The Dwarf Drydvern exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 13 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.

Sleep Breath. The Dwarf Drydvern exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Reactions

Shimmering shield: As a reaction the Dwarf Drydvern can cast a shimmering shield around it or a creature within 5 feet of it. The shield grants the creature a +3 to their AC and is considered magical for the purpose of effects. Creatures behind the shield gain advantage on saving throws against spells that require a charisma save. The shield lasts for one round. The Dwarf Drydvern can cast this shield 4/day.

Bite: The Dwarf Drydvern can use its reaction to bite as an attack of opportunity

Melee weapon attack; +6 to hit, reach 10 ft, one target. hit 28 (5d8+3) piercing damage.

 

Description

This Drydvern relative is miniscule in size comparison to its abomination cousin. However, despite its tiny size it will one day grow to be a formidable opponent in its own right. Dwarf Drydverns, are true drydverns and the only living true drydverns, and like the other draconic hybrids they are multi headed. Dwarf dragons appear to be conjoined twins of a sort, with 8 legs, 2 distinct spines and small ridged sails protruding from said spines (the sails grow from the entire spine, beginning at the neck and ending at the tips of the draconic tails), 4 wings and 4 false wings (also called gliders or rear wings, incapable of flapping or rotating they aid in generating lift while flying) they also have 3 tails (a central peacock like tail covered in feathers that aids in generating lift and draconic barbed tails) and of course two heads. Their heads are unique from other draconic hybrids and are its most recognizable trait. They have a crown of horns, that is they have a pair that curls back, a pair of ram horns that circle and protect the ears, a pair that stretches forward and up like the horns of impalas, and small stubby horns that grow above and protect the eyes. They also have a small horn that grows from its nose like that of a rhino, and small tusks that grow from the base of its lower jaw. Both female and male Dwarf Drydverns have large front canines that reach the bottom of its jaw when its mouth is closed, though female canines are serrated while male canines are sheer. The horns of Dwarf Drydverns are large enough to use as weapons but not long enough to entangle in and pierce its heads while at rest. The skull is a prize among warriors and spellcasters alike, adorning the skulls make for intimidating helmets, and the horns are frequently used as spellcasting components or whittle down into spellcasting foci. Dwarf Drydverns are also a variety of colors, though colors don't mean much for them at any age and are more for show, moreover, Dwarf Drydvern are completely covered in feathers except on their horns and claws. Plucking the feathers of a Dwarf Drydvern reveals the smooth small hexagonal scales on their skin (scales rarely get larger than a fingernail in size at adulthood). The feathers of a Dwarf Drydvern are typically described as soft thin and similar to those of baby birds.

Previous Versions

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4/2/2020 11:16:43 PM
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