Ancient Dawn Dragon (5e Creature)

Ancient Dawn Dragon

Gargantuan dragon, lawful good


Armor Class 21 (natural armor)
Hit Points 494 (28d20 + 200)
Speed 40 ft., fly 80 ft.


STR DEX CON INT WIS CHA
27 (+8) 12 (+1) 28 (+9) 14 (+2) 16 (+3) 26 (+8)

Saving Throws Dex +7, Int +9, Con +14, Cha +14.
Skills Nature +10, Perception +16, Religion +12, Stealth +7
Damage Vulnerabilities Necrotic
Damage Immunities Radiant
Senses blindsight 60ft., darkvision 120ft., passive Perception 22
Languages Common, Draconic, Celestial
Challenge 23 (32,500 XP)


Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Path of Radiance++. A Dawn Dragon's divine understanding has led it to be walk the path of good. Because of this any evil creature feels uncomfortable to be around its radiant light, as such any evil creature that sees the dragon's Radiant Dawn Breath Attack or who is hit by this attack must make a Wisdom saving throw with a DC of 19 or be Blinded for 2 turns. If you are blinded you can make a saving throw with a DC of 19 on the first turn you are Blinded to try and end this effect early. This effect can only happen on the creature 1 time per audience with the dragon.

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: +16 to hit, reach 15ft., one target. Hit: 20 (2d10 + 9) piercing damage.

Claw. Melee Weapon Attack: +16 to hit, reach 10ft., one target. Hit: 16 (2d6 + 9) slashing damage.

Tail. Melee Weapon Attack: +16 to hit, reach 20ft., one target. Hit: 18 (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 20 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.

Radiant Dawn. The dragon exhales a Holy Light in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) Radiant damage on a failed save, or half as much damage on a successful one.

Charming Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 23 Constitution saving throw. On a failed save, the creature is charmed by the dragon for 1 minute, regarding the dragon as a trusted friend to be heeded and protected. Although it isn't under the dragon's control, it takes the dragon's requests and actions in the most favorable way it can. Each time the dragon or the dragon's companions do anything harmful to an affected creature, it may repeat the saving throw, ending the effect on itself on a success.

Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.

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 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.

Killing an Ancient Dawn Dragon or gaining it's favor may allow you to gain one of its teeth, which when forged into a sword, make divine and radiant weapons. Special Thanks to the creator of https://www.dandwiki.com/wiki/Ancient_Iron_Dragon_(5e_Creature) as I used his Charming Breath attack word by word.


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gollark: ++remind 12h-5m steal money
gollark: Make GCC (Gibson C Cpreprocessor).
gollark: I support right pointers myself.
gollark: A left pointer is wrong, due to C.
gollark: ```c#define POINTER *#define REFERENCE *#define let int#define be (#define bee )let main be let argc, char POINTER REFERENCE argv bee { return 4; }```
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