Sticky Movement. The dragon can feely move through an area covered in syrup without taking any reductions in its speed.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its pancake claws.
Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage.
Pancake Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 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 19 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 (Recharge 5–6). The dragon uses one of the following breath weapons.
Pancake Beam. The dragon exhales fire in a 90-foot line, 15-foot wide. Each creature in that area must make a DC 23 Dexterity saving throw, taking 99 (20d10) fire damage on a failed save, or half as much damage on a successful one.
Syrup Breath. The dragon exhales syrup in a 90-foot cone. Each creature in that area must succeed on a DC 23 Dexterity saving throw. On a failed save, the creature is restrained by the sticky syrup. A creature can use an action on any of its turns to make a DC 23 Strength Check, ending the effect on a success. For 1 minute the ground where the syrup was sprayed becomes difficult terrain. Any creature that ends its turn and didn't move that turn gets stuck in the syrup and has their movement speed reduced to 0, a creature stuck like this can use a bonus action to escape and has their movement restored.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (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, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The 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 15 feet of the dragon must succeed on a DC 23 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
A pancake dragon bleed and secrets syrup which makes it a difficult foe for anyone due to the sticky nature of the syrup. The syrup is also very hard to wash out afterwards. After a couple of days of the dragon being dead the syrup turns into a hard crystal like substance that is quite hard to mine through (DC 25).
A pancake dragon does not care for stealing wealth from others, nor does it care for causing chaos or being the ruler of all the land. Instead they just care for making delicious pancakes. They will find a city or town and make their lair in some dry uplands or hilltops close to the city or town and then they will make a pancake shop somewhere in the city or town. They spend most of their time in a humanoid form running the shop and making pancakes. They will only fight if something is threatening it's pancakes and shop, or to defend itself from anyone who tries to steal the secret pancake recipe. They like to employ humanoids in the shop to help run it and any creature willing to help the dragon in its lair. They just want to make pancakes and found the best way to do that is for other people in cities and towns.
Lair and Lair Actions
A Pancake Dragon’s Lair
Pancake dragons dwell in dry uplands and on hilltops, where they make their lairs in narrow caves. False walls in the lair hide secret antechambers where the dragon stores valuable ingredients, cooking supplies , and other oddities it has collected over its lifetime. Artwork of its best pancakes are put on display in open caves as trophies of its succsess.
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. Stone spikes 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 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep syrup. Each creature on the ground in that area when the syrup appears must succeed on a DC 15 Dexterity saving throw or sink into the syrup and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the syrup costs 2 feet of movement. On initiative count 20 on the next round, the syrup hardens, and the Strength DC to work free increases to 20.
- A 10ft area that the dragon can see within 120 feet of it magically becomes a large pancake and scoops up any large or smaller creatures in the area. A creature in this area must succeed on a DC 15 saving throw or be scooped up by the giant net like pancake. A creature caught in this can't see outside the net and is restrained. Treat the giant pancake like a net and a creature can be freed in the same way as they would be if they were restrained by a net.
Regional Effects
The region containing a legendary copper dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Magic carvings of adverts for the dragon’s pancake shop can be seen worked into stone terrain and objects within 6 miles of the dragon’s lair.
- Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon’s lair. These creatures speak well of the dragon and advertise the dragon's pancake shop, but can’t divulge its whereabouts. The creatures also help the dragon in its lair to make pancakes.
- Intelligent creatures within 1 mile of the dragon’s lair are prone to cravings of pancakes.
If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.
Previous Versions
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Posted Nov 7, 2020much better than a waffle dragon