Mythic Wyrm Force Dragon (5e Creature)

From D&D Wiki
Jump to navigation Jump to search

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

Mythic Wyrm Force Dragon[edit]

Titanic dragon, neutral


Armor Class 27 (natural armor)
Hit Points 1,815 (30d100 + 300)
Speed 80 ft., fly 120 ft.


STR DEX CON INT WIS CHA
30 (+10) 19 (+4) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

Saving Throws Dex +18, Con +24, Wis +24, Cha +24
Skills Perception +38, Stealth +18
Proficiency Bonus +14
Damage Immunities force; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, frightened, paralyzed, stunned
Senses blindsight 120 ft., darkvision 240 ft., truesight 120 ft., passive Perception 48
Languages Common, Draconic
Challenge 50 (1,220,000 XP)


Displacement. The dragon projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it by any creature without blindsight or truesight to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the dragon is incapacitated or has a speed of 0.

Invisibility. The dragon's scales provide permanent invisibility. If a creature has blindsight, they still must contend with the dragon's displacement ability.

Force Immunity. The dragon can move freely through barriers made of force, such as a wall of force. Any time the dragon is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll that deals force damage, the dragon can reflect the spell back at the target using its reaction.

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

Immutable Form. The dragon is immune to any spell or effect that would alter its form.

Force Aura. Whenever a hostile creature starts its turn within 60 feet of the dragon, the creature must succeed on a DC 20 Constitution saving throw or take 28 (5d10) force damage.

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

Magic Weapons. The dragon's weapon attacks are magical.

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

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

Immensity. The dragon can move through the space of a creature or object of Gargantuan size or smaller, and it does not treat such creatures as difficult terrain. If the dragon moves through a creature's space, the creature must make a DC 30 Dexterity saving throw, taking 55 (10d10) bludgeoning damage on a failure. A creature can only be made to make this save once per round.

Trample. When the dragon enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Dexterity saving throw or take 31 (6d6 + 10) bludgeoning damage and be knocked prone.

Change Shape. The dragon magically transforms into any creature that is Small or Medium, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses its action to end it.

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

Innate Spellcasting. The dragon's innate spellcasting ability is Charisma (spell save DC 32, +19 to hit with spell attacks). It can innately cast the following spells requiring no material components.

At will: fear, greater invisibility, magic missile, suggestion, sword burst
9/day each: banishing smite, chaos bolt, control weather, counterspell, dominate person, mass suggestion
7/day each: blade of disaster, disintegrate, feeblemind, gravity fissure
5/day each: arcane hand, forcecage, phantasmal force, wall of force
3/day each: dominate monster, geas, plane shift, power word heal, power word kill, ravenous void

ACTIONS

Multiattack. The dragon can use its Frightful Presence. It then makes four attacks, one bite attack and two claw attacks and one tail attack. It may use its Crush or Swallow in place of its bite.

Bite. Melee Weapon Attack: +22 to hit, reach 25 ft., one target. Hit: 45 (8d10 + 10) piercing damage plus 36 (8d8) force damage. If the target is a creature, it is grappled (escape DC 21). Until this grapple ends, the target is restrained, and the dragon can't bite another target.

Claw. Melee Weapon Attack: +22 to hit, reach 20 ft., one target. Hit: 35 (8d8 + 10) slashing damage plus 36 (8d8) force damage.

Tail. Melee Weapon Attack: +22 to hit, reach 30 ft., one target. Hit: 40 (8d8 + 10) bludgeoning damage plus 36 (8d8) force damage, and the target must succeed on a DC 21 str saving throw or be knocked prone.

Crush. The dragon attempts to crush its foes underneath it using its weight. Each creature in the dragon's space must make a DC 21 dex saving throw. On a success, a creature is not crushed and moves out of the dragon's space to a space adjacent to the dragon. On a failure, a creature becomes grappled by the dragon (escape DC 20). While grappled in this manner, a creature is also knocked prone and restrained and takes 38 (8d6 + 10) bludgeoning damage plus 36 (8d8) force damage at the start of each of the dragon's turns. A creature is freed from this grapple when the dragon moves.

Swallow. The dragon makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the dragon, and it takes 90 (20d8) acid 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 con 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. The DC for this saving throw equals one-third of the damage taken during that turn. If the dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

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 21 wis 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.

Force Breath (Recharge 5-6). The dragon exhales pure force in a 150-foot cone. Each creature in the area of effect must make a DC 30 Constitution saving throw. On a failed save, a creature takes 181 (28d12) force damage and is pushed 150 feet away from the dragon. On a successful save, a creature takes half as much damage and isn't pushed. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature is reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. The dragon's force breath automatically disintegrates nonmagical objects or creations of magical force.

REACTIONS

Bloodied Breath. When the dragon falls below half its hit point maximum, it uses its force breath. The dragon does not need to have its force breath charged, and using its breath in this manner does not consume its charge. Once the dragon uses this reaction, it can't use it again until it reaches its hit point maximum.

Quick Reaction Time. When an opponent attacks the dragon, the dragon may use a legendary action against the attacker after their attack is over.

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 25 feet of the dragon must succeed on a DC 30 Dexterity saving throw or take 38 (8d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

See Dragons (5e Creature).

0.00
(0 votes)

Back to Main Page5e HomebrewCreatures