Great Wyrm Brown Dragon (5e Creature)

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

Great Wyrm Brown Dragon[edit]

Titanic dragon, chaotic evil


Armor Class 25 (natural armor)
Hit Points 968 (16d66 + 160)
Speed 50 ft., burrow 50 ft., fly 150 ft.


STR DEX CON INT WIS CHA
30 (+10) 13 (+1) 30 (+10) 20 (+5) 18 (+4) 23 (+6)

Saving Throws Dex +11, Con +20, Wis +14, Cha +16
Skills Perception +24, Stealth +11
Proficiency Bonus +10
Damage Resistances bludgeoning, piercing and slashing damage from magical attacks
Damage Immunities fire; bludgeoning, piercing and slashing damage from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, stunned
Senses blindsight 120 ft., darkvision 240 ft., tremorsense 120 ft., passive Perception 34
Languages Common, Draconic
Challenge 33 (220,000 XP)


Fire Absorption. Whenever the dragon is subjected to fire damage, it takes no damage and instead gains a number of hit points equal to the fire damage dealt.

Legendary Resistances (5/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.

Mythic Fire. The incredible power of this creature's fire is more powerful than the strongest enchantments. Creatures who are normally immune to fire damage instead are treated as if they are resistant to the fire damage caused by this dragon and creatures who are resistant to fire damage instead treat it as if they were not.

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

Sandstorm. The dragon is surrounded by a swirling sandstorm, which covers a 50-foot radius, 50-foot high cylinder around it. Ranged attacks that pass through the sandstorm have disadvantage, and the area within is heavily obscured. Creatures that start their turn within the sandstorm or move into it for the first time on a turn, other than the dragon, must succeed on a DC 27 Constitution saving throw or be blinded until the start of their next turn and take 11 (2d10) slashing damage and 22 (5d8) fire damage.

Tunneller. The dragon can burrow through solid rock at half its burrow speed, leaving a 20-foot diameter tunnel in its wake.

ACTIONS

Multiattack. The dragon can use its Mythic Frightful Presence. It then makes six attacks: one with its bite, four with its claws, and one with its tail sweep.

Bite. Melee Weapon Attack: +20 to hit, reach 15 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 13 (3d8) fire damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the dragon. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 18 (4d8) acid damage and 13 (3d8) fire damage at the start of each of the dragon's turns.
If the dragon takes 70 damage or more on a single turn from a creature inside it, the dragon must succeed on a DC 25 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. If the dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.

Claw. Melee Weapon Attack: +20 to hit, reach 10 ft., one target. Hit: 24 (4d6 + 10) slashing damage.

Tail Sweep. Melee Weapon Attack: +20 to hit, reach 20 ft., up to five targets within range. Hit: 17 (2d6 + 10) bludgeoning damage.

Mythic 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 23 Wisdom saving throw or become frightened for 1 minute. A creature that is frightened is also paralyzed. A creature of CR 10 or lower who becomes frightened in this way suffers a heart attack, instantly dropping to 0 hit points and falling unconscious. A creature that would be made immune to fear through magic instead receives advantage on its saving throw. 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.

REACTIONS

Mythic Reactions. The dragon can make six reactions each round.

Sand Spray. In response to being hit with a ranged attack by a creature the dragon can see within 200 feet of it, the dragon fires a spray of superheated sand towards the attacker. The attacker must make a DC 27 Dexterity saving throw or take 36 (8d8) fire damage.

LEGENDARY ACTIONS

The dragon can take 5 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.

Hungry Bite. The dragon makes one bite attack. On a hit, the dragon regains hit points equal to half the damage dealt.
Detect. The dragon makes a Wisdom Perception check.
Tail Attack. The dragon makes a tail sweep attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 27 Dexterity saving throw or take 24 (4d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Fire Breath (Costs 3 Actions). The dragon exhales scorching air in a 150-foot line that is 15 feet wide. Each creature in that line must make a DC 27 Constitution saving throw, taking 90 (20d8) fire damage on a failed save, or half as much damage on a successful one.

See Dragons (5e Creature).

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