Silhouette of a bow and quiver9/17/2023 2023 And Borgo San Felice has another arrow to its quiver. Ismail Muhammad, New York Times, 19 Apr. These are ******* dragons.not flying bags of hit points and claws.Noun In doing so, his canvases confound rote narratives and, depending on who’s doing the looking, quiver with feeling. They should be able to cast a lot of spells, including 9th level. And Ancient dragons, especially Red and Gold, should effectively be 18-20th lvl genius wizards or sorcerers. It is the beauty of DND, with no limitations you can just do whatever you want. Literally just take a dragon and give them whatever level of sorcerer you want. I don't like this so my spellcasting dragons just go the 3rd edition route of having sorcerer levels. The dragon's spell save DC equals 8 + its proficiency bonus + its Charisma modifier." The dragon's bonus to hit with spell attacks is equal to its proficiency bonus+ its Charisma bonus. Each spell can be cast once per day, requiring no material components, and the spell's level can be no higher than one-third the dragon's challenge rating (rounded down). "Dragons are innately magical creatures that can master a few spells as they age, using this variant.Ī young or older dragon can innately cast a number of spells equal to its Charisma modifier. If the dragon dies, these effects fade over the course of 1d10 days. Rocky fissures within 1 mile of the dragon’s lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.Small earthquakes are common within 6 miles of the dragon’s lair.The region containing a legendary red dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects: While poisoned in this way, a creature is incapacitated. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. It lasts until initiative count 20 on the next round. The sphere spreads around corners, and its area is lightly obscured. Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it.Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone. A tremor shakes the lair in a 60-foot radius around the dragon.Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser.On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects the dragon can’t use the same effect two rounds in a row: Throughout the lair complex, servants erect monuments to the dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered. For a red dragon, the great heights of the world are the throne from which it can look out to survey all it controls-and the wider world it seeks to control. With its hoard well protected deep within the lair, a red dragon spends as much of its time outside the mountain as in it. Caves with volcanic or geothermal activity are the most highly prized red dragon lairs, creating hazards that hinder intruders and letting searing heat and volcanic gases wash over a dragon as it sleeps. Red dragons lair in high mountains or hills, dwelling in caverns under snow-capped peaks, or within the deep halls of abandoned mines and dwarven strongholds. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one. The dragon exhales fire in a 90-foot cone. 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.įire Breath (Recharge 5–6). A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. 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. Hit: 19 (2d8 + 10) bludgeoning damage.įrightful Presence. Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.Ĭlaw. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. It then makes three attacks: one with its bite and two with its claws.īite. The dragon can use its Frightful Presence. Monstrous Compendium Vol 3: Minecraft Creatures
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