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sandmote
2021-09-08, 11:02 PM
This page on the homebrewery

The amphitheres are converted from some of the greater drakes in Dragon magazine #260. I switched them to amphitheres to better distinguish them from true dragons. Kind of annoyed the core rules make is difficult to justify varieties of "wyvern." The smoke amphithere is the only one where the hatchlings did anything interesting, so it was the only one where I bothered writing up a second stat block.
Large dragon, lawful neutral

Armor Class 14 (Natural Armor)
Hit Points 102 (11d10+33)
Speed 30 ft., fly 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 16 (+3) 8 (-1) 13 (+1) 6 (-2)

Damage Resistances Cold
Senses Darkvision 60 ft., passive Perception 11
Languages Understands draconic but can't speak.
Challenge 4 (1,100 XP)
Amphibious. The amphithere can breathe air and water.

Actions
Multiattack. The amphithere makes two attacks: one with its tail and one with its bite.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 8 (2d6 + 3) piercing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 15ft., one target. Hit 12 (1d12 + 5) bludgeoning damage.

Jet Breath (Recharge special). The dragon exhales a jet of water in an 60-foot line that is 5 feet wide, dousing flames in its reach. Each creature in that line must make a DC 16 Dexterity saving throw. On a failed save the target takes 10 (3d6) bludgeoning damage, is pushed away 15 feet, and is knocked prone. On a success the target takes half as much damage, is pushed 5 feet and isn't knocked prone.

Bonus Actions
Swallow Water. If the drake is submerged in water, it regains the use of its breath weapon.

Gill Jet. The drake consumes its breath weapon, and its swim speed increases by 40 feet until the start of its next turn.Large dragon, neutral

Armor Class 14 (Natural Armor)
Hit Points 78 (10d10+10)
Speed 40 ft., fly 60 ft.
STR DEX CON INT WIS CHA
14 (+2) 17 (+3) 13 (+1) 9 (-1) 16 (+3) 11 (+0)

Skills Intimidation +2, Perception +5
Senses Darkvision 60 ft., passive Perception 15
Languages Understands draconic but can't speak.
Challenge 2 (450 XP)
Ethereal Sight. The amphithere can see into the ethereal plane within 60 feet. If it is on the ethereal plane, it can see 60 feet into the material plane instead.

Phosphorescent. If the amphithere spends at least 8 hours in sunlight over the course of a 16 hour period, it emits dim light to a radius of 10 feet for the next 8 hours it spends in darkness.

Actions
Multiattack. The amphithere makes two attacks: one with its tail and one with its bite.

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (2d4 + 2) piercing damage.

Ethereal Jaunt. The Amphithere magically shifts from the Material Plane to the Ethereal Plane, or vice versa. It remains visible on both plans at the same time, but only takes damage if it is attacked on the same plane. A creature can make a DC 9 Investigation (Intelligence) check to distinguish which plane the amphithere is on. The Amphthere can choose to bring up to one creature of medium size or smaller along with it when it shifts planes.

Tail. Melee Weapon Attack: +4 to hit, reach 10ft., one target. Hit 7 (1d10 + 2) bludgeoning damage.Large dragon, neutral

Armor Class 13 (Natural Armor)
Hit Points 75 (9d10+18)
Speed 30 ft., fly 20 ft., swim 30 ft.
STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 15 (+2) 7 (-2) 13 (+1) 6 (-2)

Damage Resistances Acid
Senses Darkvision 60 ft., passive Perception 11
Languages Understands draconic but can't speak.
Challenge 1 (200 XP)
Actions
Multiattack. The amphithere makes two attacks: one with its tail and one with its bite or muck shot.

Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) piercing damage.

Tail. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 7 (1d8 + 3) bludgeoning damage.

Muck Shot (Recharge 4-6). Ranged Weapon Attack: +4 to hit, range 30/60 ft., one creature. Hit: The target is restrained by muck. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success.Large dragon, chaotic neutral

Armor Class 14 (Natural Armor)
Hit Points 102 (11d10+33)
Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 16 (+3) 7 (-2) 13 (+1) 6 (-2)

Damage Resistances Fire
Damage Immunities Fire from Nonmagical Attacks
Senses Darkvision 60 ft., passive Perception 11
Languages Understands draconic but can't speak.
Challenge 3 (700 XP)
Sootsight. soot and smoke don't impede the amphithere's sight.

Actions
Multiattack. The amphithere makes two attacks: one with its tail and one with its bite.

Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) piercing damage.

Tail. Melee Weapon Attack: +5 to hit, reach 10ft., one target. Hit 9 (1d12 + 3) bludgeoning damage.

Smoke Breath (Recharge 6). The amphithere exhales a smoke, which expands in a sphere in a 10 foot radius centered on the amphithere. and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

The smoke is nonmagical. When a creature enters the smoke's area for the first time on a turn or starts its turn there, that creature must make a DC 13 Constitution saving throw. On a failed save the creature takes 10 (3d6) fire damage and spends its action that turn retching and reeling. On a success it takes half as much damage and can use its action as normal. Creatures that don't need to breathe or are immune to poison have advantage on this saving throw.Tiny dragon, chaotic neutral

Armor Class 12
Hit Points 102 (11d10+33)
Speed 15 ft., fly 20 ft.
STR DEX CON INT WIS CHA
7 (-2) 14 (+2) 11 (+0) 3 (-4) 9 (-1) 5 (-3)

Damage Resistances Fire
Damage Immunities Fire from Nonmagical Attacks
Senses Darkvision 60 ft., passive Perception 11
Languages --
Challenge 1/4 (700 XP)
Sootsight. soot and smoke don't impede the amphithere's sight.

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage.

Smoke Breath (Recharges after a Short or Long Rest). The amphithere exhales a smoke, which expands in a sphere in a 5 foot radius centered on the amphithere and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

The smoke is nonmagical. When a creature enters the smoke's area for the first time on a turn or starts its turn there, that creature must make a DC 10 Constitution saving throw. On a failed save the creature takes 3 (1d6) fire damage and spends its action that turn retching and reeling. On a success it takes half as much damage and can use its action as normal. Creatures that don't need to breathe or are immune to poison have advantage on this saving throw.

Smoke Amphithere Eggs
This 10 pound egg of generates enough dry heat to keep the temperature within 15 feet of it at 95 degrees Fahrenheit (35 degrees Celsius). A creature must succeed on a DC 15 Nature (Intelligence) check to identify the hard, grey object as an egg.

Hatching. When a smoke amphithere hatches, the egg explodes. The resulting explosion resembles the smoke breath of an adult smoke amphithere.

Based on the milanese mythological creature is the Biscione. Kind of turned into a larger giant frog/giant toad, but whatever.
Huge dragon, lawful neutral

Armor Class 18 (Natural Armor)
Hit Points 152 (16d12+48)
Speed 50 ft.
STR DEX CON INT WIS CHA
20 (+6) 19 (+4) 16 (+3) 12 (+1) 16 (+3) 12 (+1)

Saves STR + 10, DEX +8, CON +7
Skills Intimidation +5, Perception +7
Senses Darkvision 60 ft., passive Perception 17
Languages Common, Draconic
Challenge 12 (8,400 XP)
Legendary Resistance (3/Day). If the biscione fails a saving throw, it can choose to succeed instead.

Dashing Strike The biscione can dash as a bonus action. It cannot use its multiattack on the same turn that it dashes.

Actions
Multiattack. The biscione makes two attacks with its bite or one with its bite and one swallow.

Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (3d6 + 6) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the biscione can't bite another target.

Tail. Melee Weapon Attack: +10 to hit, reach 15ft., one target. Hit 12 (1d12 + 6) bludgeoning damage.

Swallow. The biscione makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the biscione, and it takes 21 (6d6) acid damage at the start of each of the biscione's turns. The biscione can have only one large target swallowed at a time or up to 4 creatures of medium size or smaller. If the biscione dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.

Legendary Actions
The biscione can take 1 legendary action, 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 biscione regains spent legendary actions at the start of its turn.

Detect. The biscione makes a Wisdom (Perception) check.

Tail Attack. The biscione makes a tail attack.
I wanted a dragonette associated with green dragons, so I came up with this. Admittedly, it fills a niche very similar to the smoke amphithere, but I did write this one first.
Small dragon, chaotic evil

Armor Class 13 (Natural Armor)
Hit Points 65 (10d6+30)
Speed 20 ft., fly 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 16 (+3) 17 (+3) 16 (+3) 15 (+2)

Skills Perception +5, Stealth +4
Damage Immunities Poison
Senses Darkvision 120 ft., passive Perception 15
Languages Common, Draconic, Sylvan
Challenge 2 (450 XP)
Fog Sight. The dragon's vision is not obscured by fog.

Fog Invisibility. If surrounded by fog, the dragon can make itself invisible as a bonus action. It remains invisible until it leaves the fog, ends the invisibility as a bonus action, or dies.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 4 (1d6 + 1) piercing damage.

Blinding Breath (Recharge 6). The dragon exhales a foggy blast in a 30-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, a creature takes 14 (4d6) poison damage and is blinded for 1 minute. On a success, the creature takes half as much damage and isn't blinded. At the end of each of its turns, a target can repeat the saving throw, ending the effect on a success.

The breath also creates an area of fog in the cone, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Based on the french version of the wyvern, I would allow this as a warlock familiar, particularly for my old dragon patron homebrew.
Tiny dragon, neutral evil

Armor Class 12 (Natural Armor)
Hit Points 12 (4d4)
Speed 30 ft., fly 30 ft.
STR DEX CON INT WIS CHA
5 (-3) 11 (+0) 10 (+0) 7 (-2) 12 (+1) 8 (-1)

Skills Perception +3, Stealth +4
Condition Immunities Paralyzed
Senses Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
Languages understands Common and Draconic but can't speak.
Challenge 1/4 (50 XP)
Drapery Disguise. The guivre has advantage on Stealth (Dexterity) checks it makes while inside clothing worm by creatures that are medium or larger.

Magic Resistance. The guivre has advantage on saving throws against spells and other magical effects.

Actions
Bite. Melee Weapon Attack: +2 to hit, reach 0ft., one target. Hit 2 (1d4) piercing damage and the target must make a DC 9 Constitution saving throw. On a failed save the target is grappled and falls prone. Until the grapple ends the target's speed is reduced to 0 and it can't take actions or bonus actions.
Two new linnorms, using the same principle as my last set of homebrew (https://forums.giantitp.com/showthread.php?610857-Dragonettes-Drakes-and-Linnorms) using them. Earthquake linnorms are based on the Earthquake dragons from the 4e MM3, and the witherspark linnorms are me trying to mix two damage types together on a single monster. Huge dragon, chaotic evil

Armor Class 17 (Natural Armor)
Hit Points 221 (13d10+78)
Speed 60 ft., burrow 60 ft.
STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 23 (+6) 10 (+0) 17 (+3) 8 (-1)

Saving Throws DEX +6, CON +8, CHA +3
Skills Perception +5, Stealth +6
Damage Resistances Blugeoning
Senses Darkvision 120 ft., Tremorsense 60 ft., passive Perception 15
Languages Common, Draconic, Terran
Challenge 12 (8,400 XP)
Legendary Resistance (2/Day). If the linnorm fails a saving throw, it can choose to succeed instead.

Quaking Earth. Any creature that ends its turn within 5 feet of the linnorm must make a DC 17 Strength saving throw or be knocked prone.

Actions
Multiattack. The linnorm makes three attacks: two with its claws and one with its bite.

Claw. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 15 (3d6 + 5) slashing damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5ft., one target. Hit 10 (2d4 + 5) piercing damage.

Tail. Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit 12 (2d6 + 5) bludgeoning damage.

Quake Weapons (Recharge 5–6). The dragon uses one of the following quake weapons.

Earth Tremor. The linnorm creates a quake on the ground in a 30-foot radius. Each creature in that area must make a DC 17 Constitution saving throw. On a failed save, a creature takes 40 (16d4) bludgeoning damage and is knocked prone. On a success the creature takes half as much damage and isn't knocked prone.

Fissure. The linnorm creates a fissure along on ground in 60-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw or fall in the fissure. A creature that succeeds on the saving throw avoids falling in the fissure and is moved along the ground along the fissure's edge. The fissure can be up to 10 feet deep. At the start of the Linnorm's next turn the fissure closes. And creature still inside the fissure takes 40 (16d4) bludgeoning damage and is restrained. As an action, a creature restrained by where the fissure was can make a DC 17 Athletics (Strength) check, freeing itself on a success.

Legendary Actions
The linnorm can take 2 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 linnorm regains spent legendary actions at the start of its turn.

Detect. The linnorm makes a Wisdom (Perception) check.

Tail Attack. The linnorm makes a tail attack.

Tremor. A creature within 60 feet must make a DC 17 Strength saving throw or be knocked prone.Large dragon, chaotic evil

Armor Class 15 (Natural Armor)
Hit Points 95 (9d8+45)
Speed 40 ft., burrow 40 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 21 (+5) 7 (-2) 14 (+2) 8 (-1)

Saving Throws DEX +4
Skills Perception +5, Stealth +3
Damage Resistances Bludgeoning
Senses Darkvision 120 ft., Tremorsense 40 ft., passive Perception 15
Languages Common, Draconic, Terran
Challenge 5 (1,800 XP)
Quaking Earth. Any creature that ends its turn within 5 feet of the linnorm must make a DC 14 Strength saving throw or be knocked prone.

Actions
Multiattack. The linnorm makes three attacks: two with its claws and one with its bite.

Claw. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage.

Bite. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) piercing damage.

Unleash Earth Tremor (Recharge 5–6). The linnorm creates a quake on the ground in a 15-foot radius. Each creature in that area must make a DC 14 Constitution saving throw. On a failed save, a creature takes 20 (8d4) bludgeoning damage and is knocked prone. On a success the creature takes half as much damage and isn't knocked prone.Huge dragon, neutral evil

Armor Class 17 (Natural Armor)
Hit Points 166 (11d12+44)
Speed 60 ft.
STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 19 (+4) 12 (+1) 13 (+1) 7 (-2)

Saving Throws CON +8, WIS +5, CHA +2
Skills Perception +5, Stealth +8
Damage Immunities Lightning, Necrotic
Senses Darkvision 120 ft., Tremorsense 60 ft., passive Perception 15
Languages Common, Draconic, Terran
Challenge 10 (8,400 XP)
Legendary Resistance (2/Day). If the linnorm fails a saving throw, it can choose to succeed instead.

Shocking Aura. A creature that touches the linnorm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage.

Actions
Multiattack. The linnorm makes three attacks: two with its claws and one with its bite.

Claw. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 14 (3d6 + 4) slashing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit 9 (2d4 + 4) piercing damage.

Black Maw. One creature within 5 feet of the linnorm must make a DC 16 Wisdom saving throw. On a failed save the creature takes 5 (2d4) necrotic damage and has disadvantage on attack rolls until the start of the linnorm's next turn.

Tail. Melee Weapon Attack: +8 to hit, reach 15ft., one target. Hit 8 (1d8 + 4) bludgeoning damage.

Recharging Breath (Recharge 5–6). The linnorm exhales an static blast in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 31 (9d6) lightning damage and 31 (9d6) necrotic damage on a failed save, or half as much damage on a successful one. The linnorm regains hit points equal to half the necrotic damage dealt.

Tail. Melee Weapon Attack: +9 to hit, reach 15ft., one target. Hit 12 (2d6 + 5) bludgeoning damage.

Legendary Actions
The linnorm can take 2 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 linnorm regains spent legendary actions at the start of its turn.

Detect. The linnorm makes a Wisdom (Perception) check.

Tail Attack. The linnorm makes a tail attack.Large dragon, neutral evil

Armor Class 14 (Natural Armor)
Hit Points 110 (13d10+39)
Speed 40 ft.
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 16 (+3) 10 (+0) 11 (+1) 6 (-2)

Saving Throws CON +6, WIS +4, CHA +1
Skills Perception +4, Stealth +6
Damage Immunities Lightning, Necrotic
Senses Darkvision 120 ft., passive Perception 15
Languages Common, Draconic
Challenge 6 (2,300 XP)
Shocking Aura. A creature that touches the linnorm or hits it with a melee attack while within 5 feet of it takes 4 (1d8) lightning damage.

Actions
Multiattack. The linnorm makes three attacks: two with its claws and one with its bite or black maw

Claw. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) slashing damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 8 (2d4 + 3) piercing damage.

Black Maw. One creature within 5 feet of the linnorm must make a DC 14 Wisdom saving throw. On a failed save the creature takes 5 (2d4) necrotic damage and has disadvantage on attack rolls until the start of the linnorm's next turn.

Recharging Breath (Recharge 5–6). The linnorm exhales an static blast in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 21 (6d6) lightning damage and 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one. The linnorm regains hit points equal to half the necrotic damage dealt.
And finally a weird shapeshifting thing. I feel like part of the idea for it came from the Tsochar, because when I tried to write up one of those the mechanics ended up pretty much identical to the Intellect devourer. This is noticeably different. The actual impetus to put it into a dragon came rom reading about how the biscione was adopted as the symbol of milan in the first place, although I decided the result wasn't respectful enough to the source material to use the name.

Compared to lycanthropes, this thing is more resistant to magic and weaker to conventional weapons, but can also adopt a new humanoid identity if found out. Large dragon (shapechanger), lawful evil

Armor Class 12 in Humanoid Form, 15 in Dragon Form
Hit Points 65 (10d6+30)
Speed 30 ft., 40 ft. in dragon form, swim 40 ft. in dragon form.
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 14 (+2) 14 (+2) 17 (+3)

Skills Perception +4, Stealth +4
Senses Darkvision 60 ft., passive Perception 14
Languages Common, Draconic
Challenge 4 (1,100 XP)
Innate Spellcasting. The drake's spellcasting ability is Charisma (spell save DC 13). The bisciene can innately cast the following spells, requiring no material components:

At will: disguise self

1/day each: death ward, dragon's breath

Magic Resistance. The drake has advantage on saving throws against spells and other magical effects.

Shapechanger. The drake can use its action to polymorph into a medium humanoid form, or back into its true form, which is a dragon. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Actions
Multiattack. The drake makes two attacks, only one of which can be with its crossbow or bite.

Bite (Dragon Form Only). Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit 14 (2d8 + 5) piercing damage.

Tail (Dragon Form Only). Melee Weapon Attack: +6 to hit, reach 10ft., one target. Hit 10 (1d12 + 4) bludgeoning damage.

Longsword (Humanoid Form Only). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage or 5 (1d10 + 4) piercing damage if held with two hands.

Heavy Crossbow (Humanoid Form Only). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d10 + 2) piercing damage.