Phantom Dragon (5e Creature)
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Phantom Dragon[edit]
Colossal dragon, none Armor Class 23 (natural armor)
Saving Throws Con +12 Incorporeal Movement. The Phantom Dragon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. Camouflage. The Phantom Dragom can take the Hide action as a bonus action, and has advantage on Dexterity (Stealth) checks. Ephemeral. The Phantom Dragon can't wear or carry anything. Horrifying Visage All creatures that can see the Phantom Dragon must make three consecutive DC 20 charisma, wisdom and intelligence save every 10 minutes(with disadvantage if the creature has been attacked at least once by the Phantom Dragon). If any creature fails in any one of them, then they become frightened. If they fail two saves, then they have disadvantage on attack rolls against the Phantom Dragon along the prior effect. If a creature fails all saving throws, not only do they suffer the previous effects, but they are also inflicted with infinite madness. Madness DevouredThe Phantom Dragon's attacks instantly kills a creature inflicted with any form of madness. For every madness inflicted creature killed, the Phantom Dragon's hit point maximum increases by 10. Ghostly Perception The Phantom Dragon automatically succeeds all Perception check. Life Leak Phantom Dragons leak life energy. Every day at midnight, a Phantom Dragon's max hit points are reduced by 10. If their hit point maximum reaches 0, the Phantom Dragon dies and releases fertile, healing energy in a 1 mile radius. This effect is similar to plant growth cast for 8 hours. ACTIONSMultiattackThe Phantom Dragon makes two attacks: one with it's tail and another with it's bite. If it has a creature grappled, it abandons the previous set of actions and instead uses swallow and ghost breath, respectively. 'Bite. Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 6 (1d10) piercing damage plus 4 (1d6) psychic damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the dragon can't bite another target. Tail. Melee Weapon Attack: +5 to hit, reach 30 ft., all targets in range. Hit: 7 (1d12) bludgeoning damage. If the target is a huge or smaller creature, it must succeed on a DC 20 Strength saving throw or be knocked prone. Swallow. The dragon makes one bite attack against a Huge 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 5 (1d8) psychic damage at the start of each of the dragon's turns. Ghost Breath (Recharge 6). The dragon exhales spiritual essence in a 90-foot cone. Each creature in the area of effect must make a DC 20 Constitution saving throw. On a failed save, a creature takes 21 (3d12) psychic damage and is paralyzed. On a successful save, a creature takes half as much damage and isn't paralyzed.
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Formation Phantom Dragons are short lived manifestations of the weave. They are generally mindless creatures that lurk around the corners of the world or hover about in the sky aimlessly. Their form is similar to an ethereal pseudodragon. Nature Phantom Dragons are usually harmless and don't actively engage in combat unless provoked. Even then, they simply fight with their base instincts. A Phantom Dragon's main source of sustenance is creatures inflicted with madness. A Phantom Dragon will automatically attack a creature inflicted with madness in attempt to prolonging it's life. Significance Most Phantom Dragons live quite harmlessly and often go unnoticed their entire lives. Once a Phantom Dragon dies, it's magic fertilizes the realm and brings about new life. As such, despite being devourers of the insane, Phantom Dragons are quite the auspicious creatures.
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