Fiendish Dragons
When a Chromatic Dragon makes a deal with a fiend for power, resides on the Lower Planes for too long, or is bestowed power by Tiamat, they undergo changes that render them fiendish. The dragons are recognizable to their previous forms but still manage to appear more terrifying and are bolstered by terrible powers.
A Fiendish Dragon retains all of its natural traits and gain the following:
Devil's Sight. Magical darkness doesn't impede the dragon's darkvision.
Resistances. The dragon gains resistance to cold, fire, and bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered if it doesn't already.
Enhanced Breath Weapon. The dragon adds its charisma modifier to the damage of its breath weapon.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
Ancient Red Fiendish Dragon
Armor Class 22 (natural armor)
Hit Points 546 (28d20 + 252)
Speed 40 ft., climb 40 ft., fly 80 ft.
STR 30/+10
DEX 10/+0
CON 29/+9
INT 18/+4
WIS 15/+2
CHA 23/+6
Saving Throws Dex +7, Con +16, Wis +9, Cha +13
Skills Perception +16, Stealth +7
Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities fire
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 26
Languages Common, Draconic
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Devil's Sight. Magical darkness doesn't impede the dragon's darkvision.
Enhanced Breath Weapon. The dragon adds its charisma modifier to the damage of its breath weapon.
Magic Resistance. The dragon has advantage on saving throws against spells and other magical effects.
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: +17 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 17 (2d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 19 (2d8 + 10) 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 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.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 97 (26d6+6) fire 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 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 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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