Albion (White Dragon Emperor) (5e Creature)
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Colossal celestial dragon, chaotic neutral Armor Class 28 (natural armor)
Saving Throws Str +27, Dex +19, Con +27, Int +24, Wis +25, Cha +25 Feature Name. Feature description Division Supremacy The Supremacy Dragon has the ability Division: each Division you can take 2 dice from the opponent's strongest attack and add to your next attack or you can stack. Its limit is 3 Division. Data stolen from Splitting the Fairy Wyvern is shared with your Split limit. obs: you must touch the opponent or attack. Limited Magical ImmunityUnless he wants to be affected, the red dragon of domination is immune to all spells of 3rd level or lower. Splitting for Fairy wyvern The Dragon of Supremacy can use the power of divine division like small Wyvern. Legendary Resistance (3/Day).If the dragon fails a saving throw, it can choose to succeed instead. ACTIONSMultiattack. The White Dragon of Supremacy can take up to 5 actions. Claw of Destruction. +21 to hit, range 15 ft., one target. Hit: 16 (8d8 + 18) slashing damage. Bite of Supremacy. +21 to hit, range 15 feet., one target. Hit: 100 (8d10+18) piercing damage and (10d6+10) fire damage. Conquest Tail. +25 to hit, reach 25 ft., one target. Hit: 28 (4d12 + 18) bludgeoning damage. Breath of Poison (Recharge 5-6). The White Dragon of Supremacy spews a bolt of Dragon power concentrated in a 90-foot cone. Each of the creatures in that area must make a DC 22 saving throw Dexterity or take 100 (20d8) Poison damage that overcomes immunity and toughness, on a successful saving throw it takes half damage, if failing takes all damage. Celestial Dragon's Roar (Recharge 5-6). The White Dragon of Supremacy spews a beam of Dragon power concentrated in a 90-foot cone. Each of the creatures in that area must make a DC 26 saving throw Dexterity or take 120 (18d10) Strength damage that overcomes immunity and resistance, on a successful saving throw it takes half damage, if failing takes all damage. Presence that frightens the gods.Each creature of the dragon's choice that is within 100 feet of the dragon and aware of it must succeed on a DC 25 Wisdom saving throw or be frightened by 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 Frightening Presence of the Dragon for the next 24 hours. REACTIONSSplitting Fairy wyvern on defenseall attacks launched at you can take 2 rolls of damage from the attack, these dice are assigned to your attacks as boost points. You can use this reaction up to four times per turn. LEGENDARY ACTIONSThe 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 regains spent legendary actions at the start of its turn. Tailed Attack (1 Action). The White Dragon of Supremacy performs a tail attack. Winged Attack (Costs 2 Actions) The White Dragon of Supremacy flaps its wings. Each creature within 10 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 30 (5d10 + 12) bludgeoning damage and be knocked prone. After flapping its wings, the dragon can fly up to half its flying speed. The True White Dragon Smasher (Costs 2 Actions) This skill is a beam of power that is concentrated in his mouth and then fired, they say it takes the name Longinus for being a blow to kill satans and ancient gods as if it were nothing, this blow is destructive and damage in a 20d12 cone of radiant damage, necrotic damage, and strength that overcomes immunity and toughness, every creature must make a dexterity check to take half the hit. Supremacy Compression Divider (Costs 3 Actions) This true power of the White Dragon of Supremacy, by releasing all the stored energy that he has built up he creates a cone of 120 feet long and 40 feet wide of pure light, any creature caught in this must make a Str or Dex save of 25. On a pass the creature will take 20d8 radiant damage that goes pass immunity and resistance, and becomes stunned until your next turn. On a fail the creature is erased with no way to comeback . (wish spell will not be able to save them) |
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