Ancient Mithral Dragon (5e Creature)

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Ancient Mithral Dragon[edit]

Colossal dragon, lawful good


Armor Class 32 (natural armour)
Hit Points 2784 (64d66 + 640)
Speed 90 ft., climb 90 ft., fly 180 ft.


STR DEX CON INT WIS CHA
30 (+10) 22 (+6) 30 (+10) 25 (+7) 25 (+7) 30 (+10)

Saving Throws Dex +18, Con +22, Wis +19, Cha +22
Skills Insight +31, Perception +31, Religion +31, Stealth +30
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities radiant, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses blindsight 60 ft., darkvision 120 ft., truesight 120 ft., passive Perception 41
Languages All Languages, Telepathic (1 Mile)
Challenge 42 (2,520,000 XP)


Prophetic. The dragon has advantage on saving throws.

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 10d8 radiant damage (included in the attack).

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

Innate Spellcasting.The dragon's spell casting ability is Charisma (spell save DC 27). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, cure wounds, dawn, resurrection, plane shift, invisibility (self only)

3/day each: blade barrier, dispel evil and good, heal, flamestrike, greater invisibility

1/day each: commune, control weather

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 three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +22 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 45 (10d8) radiant damage.

Claw. Melee Weapon Attack: +22 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage plus 45 (10d8) radiant damage.

Tail. Melee Weapon Attack: +22 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage plus 45 (10d8) radiant 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 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 270 feet to an unoccupied space it can see.

Healing Touch (4/Day). The dragon touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:

Radiant Breath. The dragon exhales light in a 120-foot line that is 10 feet wide. This light counts as sunlight. Each creature in that line must make a DC 30 Dexterity saving throw, taking 116 (21d10) radiant damage on a failed save, or half as much damage on a successful one.
Restricting Breath. The dragon exhales restricting gas in a 90-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.

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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