False Dragon (5e Creature)

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False Dragon[edit]

Gargantuan monstrosity (titan), unaligned


Armor Class 18 (natural armor)
Hit Points 391 (27d20 + 108)
Speed 30 ft., fly 30 ft., swim 30 ft.


STR DEX CON INT WIS CHA
25 (+7) 9 (-1) 19 (+4) 2 (-4) 10 (+0) 11 (+0)

Skills Intimidation +16, Perception +16, Stealth +14
Damage Resistances force
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 26
Languages
Challenge 25 (75,000 XP)


Breathless. The "dragon" does not breathe and is immune to inhaled poisons and gas-based attacks. It can also exist buried in the earth, underwater, the vacuum of space, or in other airless environments with ease.

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

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

Primal Strikes. The "dragon" ignores other creatures' resistance and immunity to nonmagical bludgeoning, piercing, and slashing damage.

Siege Monster. The "dragon" deals double damage to objects and structures.

Spell Reflection. When a creature targets the "dragon" with a spell attack and misses, or the "dragon" succeeds on its saving throw against a spell or other magical effect, the effect is reflected back at the caster as though it originated from the "dragon", turning the caster into the target.

Trample. When the "dragon" enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 23 Strength saving throw or be knocked prone.

ACTIONS

Multiattack. The "dragon" can use its Frightful Presence. It then makes four weapon attacks. It can replace one of these attacks with a use of its Shockwave, Swallow, or Windstorm.

Bite. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 23 (3d10+7) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the "dragon" cannot bite another target.

Tail. Melee Weapon Attack: +15 to hit, reach 20 ft., one target not grappled by the "dragon". Hit: 17 (3d6+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.

Rock. Ranged Weapon Attack: +15 to hit, range 200/800 ft., one target. Hit: 21 (4d6+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 15 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.

Shockwave. The "dragon" rears up and comes crashing down to earth. Until the start of the "dragon"'s next turn, all creatures and structures on the ground within 100 feet of the "dragon" (other than itself) are affected as they would be by the earthquake spell (save DC 17).

Swallow. The "dragon" makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the "dragon", and it takes 42 (12d6) acid damage at the start of each of the "dragon"'s turns.
If the "dragon" takes 60 damage or more on a single turn from a creature inside it, the "dragon" must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the "dragon". If the "dragon" dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.

Windstorm. The "dragon" blasts an area with powerful gusts of wind by flapping its wings. Until the start of the "dragon"'s next turn, creatures and objects within a 100-foot cone are affected as they would be by the gust of wind spell (save DC 20).


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.
Move. The "dragon" moves up to half its speed.
Attack. The "dragon" makes one weapon attack.
Wing Attack (Costs 2 Actions). The "dragon" beats its wings. Each creature within 15 ft. of the "dragon" must succeed on a DC 23 Dexterity saving throw or take 14 (2d6+7) bludgeoning damage and be knocked prone. The "dragon" can then fly up to half its flying speed.

A giant subterranean lizard[1] with the kaiju template applied to it.

This enormous reptile superficially resembles an ancient dragon, however, it is simply an extremely large lizard with wings. Unlike a true dragon, it has no breath weapon. However, it has incredible resistance to magic, its scaled hide even being able to reflect spells back at their caster. It can also beat its wings to create powerful gusts of wind and even manipulate the weather, its weight is so massive that it can cause earthquakes just by stomping the ground, and it can fire boulders out of its gullet just as easily as it gulps smaller creatures down it. The "dragon" has no need to breathe, and can slumber buried far beneath the earth indefinitely.

References[edit]

  1. Tales from the Yawning Portal pp.236

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