Great Wyrm Mithral Dragon (5e Creature)

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Great Wyrm Mithral Dragon

Titanic dragon, lawful good


Armor Class 38 (natural armour)
Hit Points 4840 (80d100 + 800)
Speed 180 ft., climb 180 ft., fly 360 ft.


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

Saving Throws Dex +24, Con +24, Wis +24, Cha +24, Int +24, Str +24,
Skills Athletics +38, Acrobatics +38, Sleight of Hand +38, Stealth +38, Arcana +38, History +38, Investigation +38, Nature +38, Religion +38, Animal Handling +38, Insight +38, Medicine +38, Perception +38, Survival +38, Deception +38, Intimidation +38, Performance +38, Persuasion +38
Damage Resistances bludgeoning, piercing, and slashing from magical attacks
Damage Immunities radiant, necrotic, poison, bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, poisoned, disease
Senses blindsight 180 ft., darkvision 360 ft., truesight 360 ft., passive Perception 48
Languages All Languages, Telepathic (10 Miles)
Challenge 50 (3,000,000 XP)


Holy Absorption. Whenever the dragon is subjected to radiant or necrotic damage, it takes no damage and instead regains a number of hit points equal to the radiant or necrotic damage dealt.

Immensity. The dragon can move through the space of a creature or object of Gargantuan size or smaller, and it does not treat such creatures as difficult terrain. If the dragon moves through a creature's space, the creature must make a DC 30 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round

Prophetic. The dragon has advantage on saving throws and the dragon cannot be surprised and always goes first in initiative order.

Radiant Power. The dragon's claw, tail, and bite attacks are magical. When the dragon hits with an attack or spell, the attack deals an extra 20d8 radiant damage (included in the attack).

Omniproficient. The dragon is proficient in all skills and tools.

Celestial Awareness. The dragon knows if it hears a lie.

Innate Spellcasting.The dragon's spell casting ability is Charisma (spell save DC 30). It can innately cast the following spells, requiring no material components:

At will: fireball, lightning bolt, cone of cold, cure wounds, foresight, blade barrier, dispel evil and good, resurrection, plane shift, dawn, detect evil and good, invisibility (self only)

3/day each: greater invisibility, wall of force, mirror image, commune, control weather, heal, flamestrike, haste, magic missle, mass cure wounds

1/day each: true resurrection, Mass Heal

Siege Monster. The dragon deals double damage to objects and structures.

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

ACTIONS

Multiattack. The dragon can use its Frightful Presence. It then makes seven attacks: two with its bite, one with its tail and four with its claws. It may use its Crush or Swallow in place of its bite.

Bite. Melee Weapon Attack: +24 to hit, reach 25 ft., one target. Hit: 65 (10d10 + 10) piercing damage plus 90 (20d8) radiant damage.

Claw. Melee Weapon Attack: +24 to hit, reach 20 ft., one target. Hit: 45 (10d6 + 10) slashing damage plus 90 (20d8) radiant damage.

Tail. Melee Weapon Attack: +24 to hit, reach 30 ft., one target. Hit: 55 (10d8 + 10) bludgeoning damage plus 90 (20d8) radiant damage.

Crush. The dragon attempts to crush its foes underneath it using its weight. All creatures in the dragon's space must make a DC 20 Dexterity saving throw. On a success, a creature is not crushed, and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes grappled by the dragon (escape DC 20). While grappled in this manner, a creature is also considered prone and restrained, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of the dragon's turns. A creature is freed from this grapple when the dragon moves.

Swallow. The dragon makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 99 (22d8) acid damage at the start of each of the dragon's turns.
If the dragon takes 60 damage or more on a single turn from a creature inside it, the dragon must succeed on a Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the dragon. The DC for this saving throw equals one-third the damage taken during that single turn. If the dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Frightful Presence. Each creature of the dragon's choice that is within 240 feet of the dragon and aware of it must succeed on a DC 30 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.

Teleport. The dragon magically teleports, along with any equipment it is wearing or carrying, up to 540 feet to an unoccupied space it can see.

Healing Touch (10/Day). The dragon touches another creature. The target magically regains 96 (16d8 + 24) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Breath Weapons (Recharge 4-6). The dragon uses one of the following breath weapons:

Radiant Breath. The dragon exhales light in a 240-foot line that is 20 feet wide. This light counts as sunlight. Each creature in that line must make a DC 30 Dexterity saving throw, taking 220 (40d10) radiant damage on a failed save, or half as much damage on a successful one.
Restricting Breath. The dragon exhales restricting gas in a 150-foot cone. Each creature in that area must succeed on a DC 30 Constitution saving throw or have disadvantage on Dexterity checks and Dexterity 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.

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.


LEGENDARY ACTIONS

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.

Radiant Breath (Costs 3 Actions). The dragon exhales light in a 240-foot line that is 20 feet wide. This light counts as sunlight. Each creature in that line must make a DC 30 Dexterity saving throw, taking 220 (40d10) radiant damage on a failed save, or half as much damage on a successful one.
Teleport. The dragon magically teleports, along with any equipment it is wearing or carrying, up to 480 feet to an unoccupied space it can see.
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 30 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

See Dragons (5e Creature).


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