Shapechanger. The dragon can use its bonus action or when the it is about to take damage, the dragon can use its reaction to shapechange, to polymorph into any Huge dragon it knows of that has a challenge rating no higher than its own, or back into its true form. Its statistics are the same in each form, except it gains any different forms of damage adjustments along side of its original damage adjustments, it also gains the movement speeds and traits it doesn’t already have. Additionally, the dragon’s breath weapon is replaced with the breath weapon of its new form, if any, but the saving throw against it is a DC 22 Intelligence saving throw, instead of the original saving throw. The dragon loses these changes when it reverts back to its true form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Ambusher. In the first round of a combat, the dragon has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If the dragon surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 14 (4d6) psychic damage from the attack.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Expert Chaser (True Form Only). The dragon can choose to take the dash action as a bonus action.
Reflective Scales (True Form Only). Any time the dragon is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d8. On a 1 to 4, the dragon is affected normally. On a 5 to 7, the dragon is unaffected. On a 8, the dragon is unaffected, and the effect is reflected back at the caster as though it originated from the dragon, turning the caster into the target.
Spider Climb (True Form Only). The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Night Flier (True Form Only). The dragon's scales allow it to blend in with the night sky, granting advantage on Stealth rolls made while flying at night.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 4 (1d8) force damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (2d8 + 5) 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 22 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.
False Breath (Recharge 5–6). The dragon exhales illusionary force in a 60-foot cone or a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 24 Intelligence saving throw, taking 55 (10d10) psychic damage on a failed save, or half as much damage on a successful one.
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.
Shift Position (True Form Only). The dragon magically teleports, along with any equipment it is wearing or carrying, up to 50 ft. to an unoccupied space it can see.
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 19 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
A feeling of uneasiness permeates the lair of the bronze dragon that the adventures have been working for. The old friendly dragon is gone, the heroes wondering what could have happened while they were gone on their last quest. The sound of wet slivering grabs the parties attention, turning around they see a disgusting, discolored and disfigured “dragon”. The shriek of the foul beast fills the cave as the stands up on its legs like any dragon should. The adventures, quivering in fear, prepare to fight this monstrosity. Their new foe, all of sudden, transforms into the bronze dragon they have been so faithfully assisting all this time. You know what time it is? Time to roll initiative!
Lair and Lair Actions
When a changeling dragon kills another dragon, it will settle in its lair and take the previous dragon’s place, by transforming into the dead dragon.
Dark clouds rest above the stolen lair, and evil creatures are drawn to the corrupted nature of land. Enslaved shapechangers alter the lair at the whim of the great beast and defend it with their life.
A revealed changeling dragon will panic and attempt to bribe the adventures into leaving its lair in peace, if the adventures do leave, the dragon will then attempt to ambush the intruders and take back the bribe it gave them.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Psychic dissonance radiates in a 40-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 10 Wisdom saving throw, taking 7 (3d4) psychic damage and becoming stunned until the end of the creature’s next turn on a failed save, or only take half as much damage on a successful save.
- Magical light flashes at a point the dragon chooses within 60 feet of it. Every creature within 20 ft. of the light that can see it must succeed on a DC 13 Dexterity saving throw or become blinded. A blinded creature can take an action to make a DC 10 Constitution check, ending the blindness on a success.
- The dragon forcibly links the minds of two enemy creatures it can see within 60 feet of it. Both creatures must succeed a DC 15 Charisma saving throw or 10 (4d4) necrotic damage. If a creature fails the saving throw, but the other creature succeeds, the creature that failed takes an extra 10 (4d4) psychic damage.
Regional Effects
The region containing a legendary blue dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within a mile of the dragon’s lair, the dragon can establish telepathic contact with that creature and turn the creature’s dreams into horrible nightmares. The creature must succeed a DC 10 Wisdom saving throw or take 10 (3d6) psychic damage and lose any bonus it gains from the rest. The creature has no memories of the nightmares.
- Plants within half a mile of the lair wither, and their stems and branches become twisted and thorny.
- Shadows cast within half a mile of the lair seem abnormally gaunt and sometimes move as though alive.
- A creeping fog clings to the ground within half a mile of the dragon’s lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.
- Evil creatures and shapechangers are drawn to the area of dragon’s lair, which the dragon may employ or simply just devour.
If the dragon dies, these effects fade over the course of 1d10 days. Any nightmares in effect end immediately. Evil creatures and shapechangers stop being drawn to the area 1d4 days after the dragon dies.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
---|---|---|---|---|---|
6/27/2020 7:08:47 PM
|
14
|
1
|
--
|
Coming Soon
|
Comments