Young Prismatic Dragon (5e Creature)

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Young Prismatic Dragon[edit]

Gargantuan dragon, neutral


Armor Class 19 (natural armor)
Hit Points 332 (19d20 + 133)
Speed 40 ft., fly 80 ft.


STR DEX CON INT WIS CHA
27 (+8) 14 (+2) 25 (+7) 18 (+4) 15 (+2) 24 (+7)

Saving Throws Dex +9, Con +14, Wis +9, Cha +14
Skills Perception +16, Stealth +9
Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons
Damage Immunities radiant
Condition Immunities blinded
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Common, Draconic
Challenge 23 (50,000 XP)


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

Light Immunity. The dragon is immune to light-based spells and effects such as prismatic spray.

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

ACTIONS

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

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) radiant damage.

Claw. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage, and the target must succeed on a DC 22 Strength 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 23 Dexterity 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 18). While grappled in this manner, a creature is also considered prone and restrained, and takes 17 (2d8 + 7) bludgeoning damage at the start of each of the dragon's turns. A creature is freed from this grapple when the dragon moves.

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 22 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.

Prismatic Breath (Recharge 5-6). The dragon exhales prismatic energy in a 60-foot cone, which manifests as eight multicolored rays of light. Each ray is a different color and has a different power and purpose. Each creature in the area of effect must make a DC 22 Dexterity saving throw, and each creature also rolls a d8 to see which color ray affects them:

1. Red. The target takes 58 (9d12) fire damage on a failed save, or half as much damage on a successful one.
2. Orange. The target takes 58 (9d12) acid damage on a failed save, or half as much damage on a successful one.
3. Yellow. The target takes 58 (9d12) lightning damage on a failed save, or half as much damage on a successful one.
4. Green. The target takes 58 (9d12) poison damage on a failed save, or half as much damage on a successful one.
5. Blue. The target takes 58 (9d12) cold damage on a failed save, or half as much damage on a successful one.
6. Indigo. On a failed save, the target is restrained. It must then make a DC 22 Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
7. Violet. On a failed save, the target is blinded. It must then make a DC 22 Wisdom saving throw at the start of the dragon's next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the GM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8. Special. The target is struck by two rays. It rolls twice more, rerolling any 8's.

REACTIONS

Bloodied Breath. When the dragon falls below half its hit point maximum, it uses its prismatic breath. The dragon does not need to have its prismatic 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.

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 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

See Dragons (5e Creature).


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