Young Mithral Dragon (5e Creature)

From D&D Wiki
Jump to navigation Jump to search

Young Mithral Dragon[edit]

Large dragon, lawful good


Armor Class 17 (natural armour)
Hit Points 225 (18d10 + 126)
Speed 40 ft., climb 40 ft., fly 80 ft.


STR DEX CON INT WIS CHA
26 (+8) 16 (+3) 24 (+7) 16 (+3) 16 (+3) 26 (+8)

Saving Throws Dex +8, Con +12, Wis +8, Cha +13
Skills Insight +13, Perception +13, Religion +13, Stealth +13
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities radiant, necrotic, poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses blindsight 60 ft., darkvision 120 ft., truesight 120 ft., passive Perception 23
Languages All Languages, Telepathic (1 Mile)
Challenge 14 (11,500 XP)


Prophetic. The dragon has advantage on saving throws.

Radiant Power. The dragon's claw, tail, and bite attacks are magical. When the dragon hits with an attack or spell, the attack deals an extra 2d8 radiant damage (included in the attack).

Divine Awareness. The dragon knows if it hears a lie.

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 target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) radiant damage.

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage plus 9 (2d8) radiant 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 21 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 the next 24 hours.

Teleport. The dragon magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.

Breath Weapons (Recharge 5-6). The dragon uses one of the following breath weapons:

Radiant Breath. The dragon exhales light in a 90-foot line that is 5 feet wide. This light counts as sunlight. Each creature in that line must make a DC 21 Dexterity saving throw, taking 61 (11d10) radiant damage on a failed save, or half as much damage on a successful one.
Restricting Breath. The dragon exhales restricting gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or have disadvantage on Dexterity checks and Dexterity saving throws 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.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.


See Dragons (5e Creature).


Back to Main Page5e HomebrewCreatures