Feathered Dragon (5e Creature)

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Feathered Dragon[edit]

Huge dragon, neutral good


Armor Class 17
Hit Points 136 (16d12 + 32)
Speed 40 ft., climb 40 ft., fly 100 ft., swim 40 ft.


STR DEX CON INT WIS CHA
14 (+2) 25 (+7) 15 (+2) 12 (+1) 16 (+3) 21 (+5)

Saving Throws Dex +11, Con +6, Wis +7, Cha +9
Skills Insight +11, Intimidation +9, Perception +11, Stealth +11
Proficiency Bonus +4
Damage Vulnerabilities thunder
Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, frightened, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 21
Languages Celestial, Draconic, telepathy 60 ft.
Challenge 11 (7,200 XP)


Airborne. The dragon has advantage on Dexterity saving throws while flying, but disadvantage on Dexterity saving throws while on the ground.

Keen Senses. The dragon has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.

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

ACTIONS

Multiattack. The dragon can use its Graceful Presence, if recharged. It then makes three melee attacks: one with either its bite or its tail, and two with its claws.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) piercing damage.

Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 7) slashing damage.

Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage.

Graceful Presence (Recharges after a Short or Long Rest). Each creature of the dragon's choice that is within 120 feet and aware of it must succeed on a DC 16 Wisdom saving throw or suffer disadvantage on all attack rolls made against the dragon until the end of the dragon's next turn. A creature that is immune to the charmed condition is immune to this effect, and a creature that has advantage on saving throws against being charmed may apply that advantage to this saving throw.

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

Song of Wrath. The dragon lets forth a wailing cry in a 60-foot cone. Each creature in that cone must make a DC 16 Wisdom saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one.
Heavensong. The dragon begins to sing a beautiful song. Each creature within 20 feet of the dragon must succeed on a DC 16 Wisdom saving throw or become charmed by the dragon for 1 minute, regarding the dragon as a trusted friend to be heeded and protected. Although it isn't under the dragon's control, it takes the dragon's requests and actions in the most favorable way it can.
Each time the dragon or the dragon's companions do anything harmful to an affected creature or their companions, it may repeat the saving throw, ending the effect on itself on a success.


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 10 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 13 (1d10 + 5) bludgeoning damage and be pushed back 5 feet. The dragon can then fly up to half its flying speed.

A large, sinuous dragon with colorful feathers in place of scales, flaring out to resplendent wings and twirling tail streamers. Feathered dragons are no less powerful than the similarly-sized chromatic or metallic dragons, but remain relatively unintelligent even throughout maturity and old age, and, although virtuous and broadly sympathetic, generally choose not to involve themselves with worldly affairs or the balance of good and evil. They prefer to live simple, animalistic lifestyles, hunting prey through the tropical forest canopies and rivers they call home or wheeling through the air in prismatic displays of grandeur. Those who do deign to interact with mortals often establish themselves as rulers and protectors of local cities or settlements and encourage praise bordering on worship from those they defend. Despite this, they will reluctantly intercede to prevent grave injustices regardless of whether the prospective casualties have offered sufficient adulation.
Feathered dragons have surprisingly delicate branched respiratory systems, allowing them to breathe at higher speeds and altitudes than most flesh and blood beings but curtailing the use of elemental breath weapons; instead, they weave euphonious spells into the air to sway battles in their favor.

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