Mythic Wyrm Force Dragon (5e Creature)

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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 4,300 (30d100+1,341)
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 Str +20, Dex +9, Con +20, Int +20, Wis +20, Cha +20
Skills Perception +30, Stealth +20
Damage Immunities force; bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened, paralyzed, stunned, prone, poisoned, sleep
Senses truesight 120 ft., darkvision 240 ft., passive Perception 37
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 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 it's 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 of effect that would alter its form.

Force Aura. Whenever a hostile creature starts its turn within 60 feet of the dragon, the creature must make a DC 20 Constitution saving throw. On a failure, it takes 28 (5d10) force damage.

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

Magic Attacks. The dragon's melee attacks are magical.

Force Absorption. Whenever the dragon is subjected to force damage, it takes no damage and instead regains 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 Medium or Small, 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 (DC 32) and has a spellcasting modifier of +19. It can innately cast the following spells requiring no material components.

At will: magic missile (6th level), sword burst (6th level), fear, greater invisibility, suggestion

9/day each: chaos bolt (7th level), control weather, banishing smite (7th level), dominate person, mass suggestion (9th level), counterspell (8th level)

7/day each: control weather, disentegrate (9th level), gravity fissure, blade of disaster, feeblemind

5/day each: wall of force, phantasmal force, bigby's hand, forcecage

3/day each: plane shift, dominate monster (9th level), ravenous void, geas (9th level), power word heal, power word kill

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. All creatures 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 considered prone and restrained and takes 64 (8d6 + 36) 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 99 (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 single 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 Mythic Wyrm Force 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 Mythic Wyrm Force 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 42 (8d6 + 15) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Force dragons were extremely powerful, arrogant, and aloof dragons. Newly hatched force dragons had translucent scales that resembled shimmering diamonds. As they aged, their innate manipulation of force made them harder and harder to see, until, at the peak of their power, they became completely invisible. Force dragons were completely odorless. In general, force dragons did not have any interest in talking to other races, judging all of them inferior to their own. The only other races respected by force dragons were prismatic dragons and some deities. It was rare for force dragons to provoke a combat, but they defended their territories with relentless fury until every trespasser was killed or driven away. Their natural ability to manipulate force made it easy for them to deflect incoming attacks, so they were extremely hard to hit, with their natural scales nearly impenetrable. Their breath weapon consisted of a devastating cone of force.

The horns of a force dragon of at least adult age could be used to provide the magical energy for a staff of power.

The Dragon's Lair

The dragon is inextricably tied to force. As such, the lair takes on the properties of force magic, such as being made entirely out of force, in the manner of a larger wall of force.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:

  • The dragon rolls a d6. On a 6, it regains one use of its Legendary Resistance trait.
  • The dragon stomps the ground, creating a tremor. This functions as an earthquake spell centered on the dragon (save DC 32), but affecting a 300-foot radius instead of a 100-foot radius. The effect lasts only until initiative count 20 of the next round (losing initiative ties), and the dragon automatically succeeds on all saving throws against its own earthquake.
  • The dragon chooses an unoccupied space it can see. The dragon reshapes it's lair to replicate the effects of a wall of force spell. As it is a reshaping of the lair and not the creation of a spell, this wall of force retains all the properties of the spell, excepting a permanent duration and can be a hemispherical dome or a sphere with a radius of up to 50 feet, or it can a flat surface made up of ten 50-foot-by-50-foot panels. In any form, the wall is 1 inch thick.

Regional Effects

The dragon's presence causes the area within a 25-mile radius to become more intertwined with force, and become connected to the astral plane. plane shift can be cast using a 3rd level spell slot and without any material components within this radius as long as the spell targets the astral plane. These effects fade after 1d10 weeks after the dragon dies.


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