Chromatic Prism Dragon (5e Creature)

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Design Note: This creature was designed using Mythic Monsters (5e Variant Rule) as a guide.

Chromatic Prism Dragon[edit]

Colossal dragon, any evil alignment


Armor Class 25 (natural armor)
Hit Points 1566 (36d66 + 360)
Speed 80 ft., burrow 80 ft., fly 160 ft., swim 80 ft.


STR DEX CON INT WIS CHA
30 (+10) 14 (+2) 30 (+10) 20 (+5) 17 (+3) 25 (+7)

Saving Throws Dex +13, Con +21, Wis +14, Cha +18
Skills Deception +18, History +16, Insight +14, Intimidation +18, Perception +14, Persuasion +18, Stealth +13
Damage Immunities acid, cold, fire, lightning, poison
Condition Immunities poisoned
Senses blindsight 120, truesight 240 ft., passive Perception 24
Languages Common, Draconic
Challenge 40 (460,000 XP)


Amphibious. The dragon can breathe air and water.

Brave. The dragon has advantage on saving throws against being frightened.

Death Throes. When the dragon dies, it explodes, and each creature within 60 feet of it must make a DC 26 Dexterity saving throw, taking 22 (4d10) acid damage, 22 (4d10) cold damage, 22 (4d10) fire damage, 22 (4d10) lightning damage, and 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. The acid erodes, the cold freezes, and the fire ignites objects in that area that aren't being worn or carried.

Draconic Power. If damage reduces the dragon to 0 hit points, it must make a Constitution saving throw with a DC of 10 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the dragon drops to 50 hit points instead.

Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.

Legendary Ability (3/day) If the dragon fails an ability check, it can choose to succeed instead.

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

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

ACTIONS

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. It may trade its claw attacks for a tail attack, but cannot use its tail or bite against the same target. Alternatively, it may use one of its breath attacks after using its Frightful Presence.

Bite. Melee Weapon Attack: +22 to hit, reach 25 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 11 (3d6) acid damage, plus 11 (3d6) cold damage, plus 11 (3d6) fire damage, plus 11 (3d6) lightning damage, plus 11 (3d6) poison damage.

Claws. Melee Weapon Attack: +22 to hit, reach 20 ft., one target. Hit: 31 (6d6 + 10) slashing damage plus 11 (3d6) acid, cold, fire, lightning, or poison damage (dragon's choice).

Tail. Melee Weapon Attack: +22 to hit, reach 40 ft., one target. Hit: 37 (6d8 + 10) bludgeoning damage.

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 26 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 Attacks (Recharges 4-6). The dragon uses one of the following breath attacks:

Acid Breath. The dragon exhales acid in a 120-foot line that is 15 feet wide. Each creature in that line must make a DC 26 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.
Cold Breath. The dragon exhales an icy blast in a 120-foot cone. Each creature in that area must make a DC 26 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Fire Breath. The dragon exhales fire in a 120-foot cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Lightning Breath. The dragon exhales lightning in a 240-foot line that is 15 feet wide. Each creature in that line must make a DC Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Poison Breath. The dragon exhales poisonous gas in a 120-foot cone. Each creature in that area must make a DC 26 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.
Prismatic Breath (Recharges after a long rest) The dragon exhales each of its breath attacks in a 240 ft cone. Each creature in that area must make a DC 26 Dexterity saving throw, taking 22 (4d10) acid damage, 22 (4d10) cold damage, 22 (4d10) fire damage, 22 (4d10) lightning damage, and 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.


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 20 feet of the dragon must succeed on a DC 26 Dexterity saving throw or take 20 (3d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Breath Attack (Costs 3 Actions). The dragon uses one of its breath attacks, regardless of whether or not it is charged. It may not use the Prismatic Breath with this feature.

Chromatic dragons are well known for their great power, granted to them by Tiamat as her creations and favored. Their strength, elemental and physical, is unparalleled and their personalities are ferocious and nasty. Each of them think themselves greater to the other in their own ways and refuse to negotiate with each other under any circumstances. However, once in a blue moon, dragons of each of the colors may gather in a cabal and undergo a ritual to make each of them more powerful than ever and closer to Tiamat: to bring each of them together in one body, a walking embodiment of Tiamat's power.

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