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View Full Version : D&D 5e/Next Elysian dragon (wip)



RavenJovan
2016-03-24, 12:06 PM
"The dragon has a wide, squat body and appears obese. Extrusion of adipose-rich flesh push out the dragon’s scales, giving it a rough, unkempt look. A spiny frill that doubles the dragon’s height runs from the top of its head to near the beginning of it short, thick tail. The stink of fermenting grain hangs thick in the air."

Jolly and good-natured to an almost ridiculous extreme, Elysian dragons enjoy little more than bacchanalian feats and lust-filled festivals. They drink eat and enjoy themselves to excess. Considered by most other true dragons as irresponsible and overly prolific, Elysian dragons breed at an alarming fast rate (for dragons) and sire more half-dragons than all other planar dragon kinds combined. Elysian dragons receive such criticism as light-hearted jests and offer slurred rebuttals in kind. Although they claim themselves protectors of the tranquil peace that pervades Elysium, Elysian dragons often seem intent only on ensuring they—and those around them—have as many long enjoyable days as possible. From their point of view, happiness and goodness are inexorably linked, and nothing promotes happiness better than inebriation and other physical pleasures. Despite their excellent draconic metabolisms, Elysian dragons tend to overdrink themselves into obesity.
The rare Elysian dragon that doesn’t immediately spend, drink, or eat any new treasure that might otherwise go into its hoard occasionally amasses a small but respectable collection of treasures… until the next time it hosts a party. Elysian dragons tend to lair in or near towns, shrinking themselves when necessary in order to fit into buildings.
If attacked or otherwise pressed into combat, an Elysian dragon always seems offended that someone would attempt to ruin its party. When it finally decides to defend itself, the Elysian dragon attempts to end a combat as quickly as possible—and with as little bloodshed—as possible. Unbreakably upbeat, an Elysian dragon in combat makes jokes and speaks conversationally with its opponents, usually in an attempt to bring them around to its side but occasionally merely out of drunkenness.




ELYSIAN DRAGON WYRMLING
Medium dragon, neutral good
Armor Class: 16 (natural armor)
Hit Points: 24 (4d8 +6)
Speed: 30ft., fly 60ft., climb 10 ft.
STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 15 (+2) 12 (+1) 13 (+1) 12 (+1)

Saving Throws: Dex +2, Con +4, Wis +3, Cha +3
Skills: Perception +3, Stealth +2
Damage Immunities: poison, force
Condition Immunities: poisoned
Senses: blindsight 10 ft., darkvision 60 ft., passive Perception 11
Languages: Celestial, Common, Draconic, Sylvan
Challenge: 2 (450 XP)

ACTIONS
Bite: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.
Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.
Inebriation Gas: The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1-4: The target takes no action or bonus action and uses all of its movement to move in a random direction.
5-6: The target doesn't move, and the only thing it can do on its turn is make a DC 12 Wisdom saving throw, ending the effect on itself on a success.
Sonic Blast: The dragon bellows forceful energy in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 14 (4d6) force damage on a failed save, or half as much damage on a successful one.
YOUNG ELYSIAN DRAGON
Large dragon, neutral good
Armor Class: 17 (natural armor)
Hit Points: 117 (13d10 +52)
Speed: 40 ft., fly 80 ft., climb 15 ft.
STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 19 (+4) 14 (+2) 15 (+2) 14 (+2)

Saving Throws: Dex +4, Con +7, Wis +5, Cha +5
Skills: Perception +5, Stealth +4
Damage Immunities: poison, force
Condition Immunities: poisoned
Senses: blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages: Celestial, Common, Draconic, Sylvan
Challenge: 6 (2,300 XP)

ACTIONS
Multi-attack: The dragon makes three attacks: one with its bite and two with its claws.
Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 +5) piercing damage.
Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 +5) slashing damage.
Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.
Inebriation Gas: The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1-4: The target takes no action or bonus action and uses all of its movement to move in a random direction.
5-6: The target doesn't move, and the only thing it can do on its turn is make a DC 15 Wisdom saving throw, ending the effect on itself on a success.
Sonic Blast: The dragon bellows forceful energy in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (12d6) force damage on a failed save, or half as much damage on a successful one.
ADULT ELYSIAN DRAGON
Huge dragon, neutral good
Armor Class: 18 (natural armor)
Hit Points: 165 (15d12 +75)
Speed: 40ft., fly 80 ft., climb 30 ft.
STR DEX CON INT WIS CHA
25 (+7) 12 (+1) 21 (+5) 16 (+3) 17 (+3) 16 (+3)

Saving Throws: Dex +6, Con +10, Wis +8, Cha +8
Skills: Perception +8, Stealth +6
Damage Immunities: poison, force
Condition Immunities: poisoned
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 16
Languages: Celestial, Common, Draconic, Sylvan
Challenge: 13 (10,000 XP)
Shrink: The dragon can reduce its size category to as small as tiny and back again at will, all its statistics stay the same in every form other than its weight and height.

ACTIONS
Multi-attack: 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: +12 to hit, reach 5 ft., one target. Hit: 17 (2d10 +7) piercing damage.
Claw: Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d6 +7) slashing damage.
Tail: Melee Weapon Attack: + 12 to hit, reach 15ft., one target. Hit: 15 (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 16 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.

Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.
Inebriation Gas: The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1-4: The target takes no action or bonus action and uses all of its movement to move in a random direction.
5-6: The target doesn't move, and the only thing it can do on its turn is make a DC 18 Wisdom saving throw, ending the effect on itself on a success.
Sonic Blast: The dragon bellows forceful energy in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 39 (13d6) force 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.
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 10 feet of the dragon must succeed on a DC 15 Dexterity saving throw or take 19 (2d6 +7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
ANCIENT ELYSIAN DRAGON
Gargantuan dragon, neutral good
Armor Class: 20 (natural armor)
Hit Points: 289 (17d20 +119)
Speed: 40ft., fly 80 ft., climb 40 ft.
STR DEX CON INT WIS CHA
29 (+9) 12 (+1) 25 (+7) 18 (+4) 19 (+4) 18 (+4)

Saving Throws: Dex +7, Con +14, Wis +10, Cha +10
Skills: Perception +10, Stealth +7
Damage Immunities: poison, force
Condition Immunities: poisoned
Senses: blindsight 60 ft., darkvision 120 ft., passive Perception 18
Languages: Celestial, Common, Draconic, Sylvan
Challenge: 20 (24,500 XP)
Shrink: The dragon can reduce its size category to as small as tiny and back again at will, all its statistics stay the same in every form other than its weight and height.

ACTIONS
Multi-attack: 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: +15 to hit, reach 5 ft., one target. Hit: 19 (2d10 +9) piercing damage.
Claw: Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 21 (2d6 +9) slashing damage.
Tail: Melee Weapon Attack: + 15 to hit, reach 15ft., one target. Hit: 17 (2d8 +9) 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 16 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.
Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.
Inebriation Gas: The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:
1-4: The target takes no action or bonus action and uses all of its movement to move in a random direction.
5-6: The target doesn't move, and the only thing it can do on its turn is make a DC 22 Wisdom saving throw, ending the effect on itself on a success.
Sonic Blast: The dragon bellows forceful energy in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 48 (16d6) force 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.
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 17 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.