Shard Dragon (5e Creature)

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Shard Dragon[edit]

Gargantuan dragon, chaotic neutral


Armor Class 22 (natural armor)
Hit Points 337 (25d20 + 175)
Speed 30 ft., burrow 30 ft.


STR DEX CON INT WIS CHA
25 (+7) 16 (+3) 24 (+7) 7 (-2) 16 (+3) 15 (+2)

Saving Throws Dex +9, Con +13, Int +4, Wis +9
Skills Perception +9
Damage Immunities psychic
Condition Immunities charmed, paralyzed, stunned
Senses darkvision 120 ft., passive Perception 19
Languages understands Draconic but can't speak
Challenge 20 (25,000 XP)


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

Razor Scales. Whenever a creature within 5 feet of the dragon misses with a melee weapon attack against it, the creature takes 5 (1d10) slashing damage.

ACTIONS

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one rarget. Hit: 34 (5d10 + 7) piercing damage.

Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Arrack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

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 20 Wisdom 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 24 hours.

Breath of Nightmares (Recharge 5-6). The shard dragon exhales its breath in a 60-foot cone. Each creature in the area must make a DC 20 Wisdom saving throw, taking 70 (20d6) psychic damage on a failed save, or half as much damage on a successful one.


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.

Harden. The dragon gains a +2 bonus to its AC until the start of its next turn.
Tail Attack. The dragon makes a tail attack.
Caustic Rock (Costs 2 Actions). The dragon exudes acidic venom from its scales. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 21 (6d6) acid damage. The dragon can then move up to its full burrow speed, even through solid rock.

Deep beneath the mountains of the world dwells a creature known to myth as the shard dragon. An enormous, serpentine beast, the hard dragon prowls the black depths of the world, stalking its prey in the abject darkness, pulling itself silently over rock and shale on disturbingly prehensile, sickle-clawed arms. Its pale flesh is covered by long jagged scales, each razor edged and wickedly pointed. Coated in blood and decaying viscera, these protective plates are as much a weapon as a defence, slicing flesh and puncturing armour of those foolish enough to confront such a creature in battle.

The Threat Below. This subterranean terror is renowned amongst the dwarves for its stubborn, unyielding ferocity, and against this behemoth many grudges are held. Shard dragon will attack almost anything it encounters in its territory, from the hulking white-bloated fungoid slugs that swim the lightless seas of the Underdark, to the heavy armed dwarf mining crews that brave the deeps in search of rare metals. If the shard dragon does manage to break into the underground domains found closer to the surface—be they of dwarf, drow or skaven construction—it will reave bloody murder and glut itself on flesh until slain or it slinks back into the depths, its belly full.

Warped by the Dark. A creature as much living nightmare as bestial predator, there are those loremasters that claim that the shard dragon is not a true dragon as such, but the devolved remains of some draconic offshoot that migrated into the dark heart of the world. Untold centuries in the lightness umbra have filled it with malign power and distorted its body and mind, and became venomous enough that it burns the very rock beneath it, whilst able to exhale the vaporous essence of soul-destroying terror to silently slay its prey; a fog that induces visions so terrifying they can stop a heart beating.


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