Saturday, July 27, 2024

Battle Dragon Dungeons and Dragons Lore Draconomicon


Adult Battle Dragon

  • Huge Dragon, Chaotic Good

Armor Class: 19 (natural armor)
Hit Points: 241 (19d12 + 114)
Speed: 40 ft., fly 80 ft.

STR: 27 (+8)
DEX: 12 (+1)
CON: 23 (+6)
INT: 18 (+4)
WIS: 15 (+2)
CHA: 21 (+5)

Saving Throws: Dex +7, Con +12, Wis +8, Cha +11
Skills: Insight +8, Perception +14, Persuasion +11
Damage Resistances: Radiant
Senses: Blindsight 60 ft., Darkvision 120 ft., Passive Perception 24
Languages: Common, Draconic, Celestial
Challenge: 17 (18,000 XP)

Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.
Magic Weapons: The dragon's weapon attacks are magical.
Inspiring Presence (Recharge 5–6): The dragon can use its action to let out an inspiring roar. All allies within 60 feet that can hear it gain 20 temporary hit points.
Battle Fury (1/Day): When the dragon is reduced to half its hit points or less, it can enter a battle fury as a bonus action. For 1 minute, it gains advantage on attack rolls, +2 to damage rolls, and resistance to bludgeoning, piercing, and slashing damage.
Spell-Like Abilities: The dragon can innately cast the following spells, requiring no material components:

  • At will: aid, protection from evil and good
  • 3/day each: heroes' feast, shield other

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: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 9 (2d8) radiant damage.
Claw: Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) slashing damage.
Tail: Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.
Frightful Presence: Each creature of the dragon's choice within 120 feet of it and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Breath Weapons (Recharge 5-6): The dragon uses one of the following breath weapons.

  • Sonic Breath: The dragon exhales destructive sonic energy in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 66 (12d10) thunder damage on a failed save, or half as much damage on a successful one.
  • Fear Gas: The dragon exhales a cloud of fear gas in a 60-foot cone. Each creature in that area must make a DC 20 Wisdom saving throw, or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
    Draconic Frenzy: The dragon makes a bite attack and two claw attacks.

Lair Actions
When the dragon is in its lair or in the midst of a large-scale battle, it can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the dragon can take one lair action to cause one of the following effects:

  1. Rallying Cry: The dragon lets out a mighty roar that bolsters the resolve of its allies. All allied creatures within 120 feet that can hear it gain 15 temporary hit points.
  2. Strategic Command: The dragon issues a strategic command that allows one ally within 60 feet to make an attack with advantage on their next turn.
  3. Battlefield Manipulation: The dragon manipulates the battlefield to its advantage. The ground within a 30-foot radius becomes difficult terrain for its enemies until initiative count 20 on the next round.

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