Frightful presence. The dragon has advantage on intimidation checks.
Atmospheric adjustment. The dragon isn't effected by environmental conditions relating to high altitude. Such as low oxygen.
Multiattack. The dragon makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. Hit: 11 (3d6 + 5) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d8 + 5) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: (3d8 + 5) bludgeoning damage.
Storm Breath (Recharge 5-6). The dragon exhales a torrent of cold air charged with electricity in a 30-foot cone. Each creature in that area must make a DC 14 dexterity saving throw. Taking (9d8) cold damage and (4d6) lightning damage on a failed save, and half as much on a successful one.
Each creature in that area must also succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon. This save in failed automatically if the creatures are in the air and have no way of flying.
Wing Attack (Costs 1 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
Related to true dragons. Cloudjumper dragons share a similar anatomy to a wyvern. The differences that make the cloudjumper so special is its steel scales and white dinosaur feather coat. Instead of leathery bat-like wings, large wings made from their scales allow for this dragon to possess 3 usable fingers.
Cloudjumper dragons dwell on high mountains peaks and cloud giant cities. They spend most of their time on the wing, soaring on air currents and gliding over the cloud line. These dragons are adept at aerial movement and combat. Striking like a peregrine falcon at their targets, often breaking the sound barrier while doing so.
Cloudjumpers are befriended or raised by humanoids that need to travel quick and vast. Often merchants or a band of adventurers. Just remember to wrap up warm, the temperature up there is freezing!
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